Tag Archive: batman


The Dark Knight returns

Everyone who knows me understands that I am one of the biggest Batman fans around. I spit out comic book storyline recaps like they were scripture and swear by all things The Dark Knight. So, when Warner Bros. announced Batman: Arkham Knight—and the return of Arkham Asylum and Arkham City developer Rocksteady to the franchise—my elation could hardly be contained.  My feelings of ecstasy only intensified, however, when I was finally allowed to see a half-hour of the game at GDC last week.

With bated bat-breath I watched as Rocksteady devs showed us what they’d been working on as their first project for the new generation of consoles (and PC). The Scarecrow threatens Gotham with a WMD that would flood the streets with a new, highly potent brand of his trademark fear toxin. After evacuating millions of people out of Gotham, all that remains is a skeleton police force, the criminals who want to take advantage of the mayhem, and the Batman.  But Batman isn’t alone in the shadows. In addition to Rogues Gallery mainstays like Two-Face, Penguin, and Riddler, a new villain, the Arkham Knight, emerges.

Although Rocksteady isn’t divulging too much info about the Arkham Knight himself just yet, we do know a couple of facts. First, he’s a brand new character, and he’s making his DC Universe debut in the game. We can see from pictures that he brandishes a large pistol and has taken on a motif similar to Batman’s (pointy ears, chest plate). His “anti-Batman” description also gives him an air that reminds me of the comic book villains Wrath and Prometheus. Whoever he is under that mask, we saw him get the drop on Batman during the demo, so I’m sure he’ll be quite the adversary over the course of the game.

After running through the basic plot points, we finally got to see Batman in action once again. New-gen tech has allowed for a bevy of upgrades and we got to see many of them in action. The biggest change is how Batman gets around. We finally get to drive the Batmobile. A major gameplay pillar this go around, the Batmobile is essential in helping Batman navigate a world that is 20 times larger than Arkham Asylum. But, as brand marketing producer Dax Ginn told us, the Batmobile isn’t the whole game.

“We wanted to be very confident and sure that we didn’t add the Batmobile and it suddenly just felt like a driving game or a driving bolt-on. That was something that was really, really important to us,” Ginn explains. “So, we’ve integrated Batman’s abilities and the Batmobile’s abilities, so that it very much feels like it’s a man and his machine, the integration between the two. You can eject out of the Batmobile to gain insane height, and that sort of augmentation of Batman’s gliding ability is the perfect example of how the Batmobile complements Batman’s features. There’s a lot more the Batmobile can do, but the way Batman gets into the Batmobile, gets out of the Batmobile—those things have really been designed to feel very natural and very organic.”

And from what he showed us, the Batmobile did seem to be more of a complement than the entire experience. In one segment, it launched the Caped Crusader into the night sky allowing Batman to effortlessly glide onto the roof of the building he needed to infiltrate. When Batman was ready to move onto his next objective across town, with a single button press, the Batmobile came roaring around a corner and Batman dropped into the driver’s seat, seamlessly, as Batman then raced off to his next destination. The player was in control the entire time. But between these segments there was still plenty of gliding, fighting, and case solving for the Dark Knight to do.

Also, it should be noted the Batmobile could be used for more than just catapults and driving around town. There are car-chase sequences where Batman can fire debilitating missiles to stop runaway criminals and even Riddler rooms dedicated solely to pushing the Batmobile—and your reflexes—to the limit.

“The role [Riddler] had in Arkham City, he’s more of an engineer. Very physical, constantly covered in a layer of grime, and so we wanted to think about what he would do next, where would he take the motivations he had in the previous game,” Dax says. “Integrating that with the Batmobile was an interesting design choice because he can achieve so much, even just as one guy, but it really comes down to the focus we put on the Batmobile. Driving through Gotham feels incredible, but there’s so much that it can do that the Riddler caves give us an opportunity to design puzzles that are specifically there to push the Batmobile to it’s limits, so we can really give gamers the opportunity to experience the Batmobile in all of its insane facets, not just driving incredibly quickly on the flat. You can drive up walls, drive on the ceilings, but that’s not so easy to do in the open world of the city. But the Riddler circuits can be anything, so that’s where it really starts to get fun and interesting.”

So, yes, the Batmobile can drive up walls. It is confirmed. I saw it do so, and it was amazing. But Batman’s car isn’t the only thing that’s tricked out in Arkham Knight. Gotham’s Guardian has a few new tools as well. In combat, Batman can now utilize the environment, like smashing a thug’s head through a car window, to get instant knockouts.  He can also finally use his gadgets while gliding to get even more of a drop on unsuspecting ne’er-do-wells. And speaking of gliding, the precision while doing so has been increased so Batman can even do 180-degree turns midflight.

Batman: Arkham Knight is looking great—but with only a small taste of the full game so far, I’m eager to see if Rocksteady’s plans indeed pan out. Still, if there’s anyone I trust to make a Batman game, it’s them, so I have faith they’ll be able to deliver on their promises of the best Arkham game yet. Knowing the care and detail that came off in this demo, it’s hard not to believe they’ll come through for Bat-fans everywhere in the end.

Injustice gets the all-star treatment

When Injustice: Gods Among Us came around for the first time seven months ago, it was hard for me—being the huge DC fanatic that I am—to not immediately fall in love. Not only was it a fantastic fighter that built on developer NetherRealm’s success with the 2011 Mortal Kombat reboot, but it also delivered a story that made perfect sense for the DC Universe, providing plenty of the comic-style moments I’ve always wanted to see in a game like this.

But, looking back, I now realize that first version of Injustice was incomplete. Six new fighters, 60 STAR Labs missions, and a cornucopia of alternate costumes would come later via DLC, but you needed to shell out a few extra dollars for it. Until now.

Injustice: Gods Among Us – Ultimate Edition puts all that extra content on the same disc as the original game. Now, if you’ve already bought the DLC separately, you’re probably kicking yourself—as is often the case when Game of the Year, Ultimate, Ultra, or whatever fancy word you want to slap on a game to signify “the entire package”, finally comes out. Especially since there’s really nothing else on this disc besides the DLC. No new modes or characters, and only a single new costume (Black Adam’s “New 52”, exclusive to the PS4 version). So, I admit that the appeal for original buyers is lacking.

But if you haven’t played Injustice yet, this is also the perfect time to experience what you missed the first time around. Since the game includes several elements from Mortal Kombat, fighting-game fans should quickly pick up on the power meter, the Clash system, and the STAR Labs tribute to MK’s Challenge Tower. The game handles as tightly as it did before, and its unique two-lifebar system is still a fresh addition to a somewhat stale genre. I specifically went out of my way, however, to see if the next-gen version of the game was any different than its current-gen counterpart.

As with most next-gen titles, all the visuals look slightly better than on the current-gen incarnation. In story mode, though, it seems that High Voltage’s scaling/remastering for the PS4 version was a little sloppy. Longer cutscenes—specifically the ones in between chapters—have clearly noticeable lag and screen tearing.

Story mode also takes advantage of the PS4’s touchpad. While it’s optional—you can use button presses just like in the current-gen versions—the touchpad can be utilized in the various minigames that crop up during the narrative. Though I personally still prefer button presses, I found the touchpad to be surprisingly responsive and accurate while adding a degree of freshness and challenge to something familiar.

Not surprising—but very welcome—is the huge cutdown on load times. You could go make a sandwich while bouts loaded on current-gen, but on the PS4, the process is far faster, which is great if you can’t wait to get back into the action.

Something that did shock me a little was how unbalanced some of the DLC characters still felt. It’s not atypical for a DLC character in a fighting game to be a bit off-kilter when they’re first released into the wild, but patches usually fix what couldn’t have been anticipated during testing. Several of the six newcomers felt just a bit off, and I’d either have extra trouble fighting against these foes or an easier time fighting with them—at this point, I’d figured this would’ve been corrected already.

Despite these minor issues, at its core, Injustice: Gods Among Us is still one of the best fighting games you’re likely to get your hands on. Ultimate Edition simply makes whole what we should’ve gotten in the first place. There’s not much here for original Season Pass holders, but newcomers and folks dying to play something on their PS4s won’t be disappointed.

Developer: NetherRealm Studis/High Voltage Software • Publisher: Warner Bros. Interactive Entertainment • ESRB: T – Teen • Release Date: 11.15.13
9.5
All the DLC of the original—including costumes and more STAR Labs missions—plus a little nex-gen shine makes a great fighting game even better.
The Good All the DLC of the original game on one disc.
The Bad Could use a bit more balancing.
The Ugly It’s still Solomon Grundy.
Injustice: Gods Among Us – Ultimate Edition is available on Xbox 360, PS3, PS4, PS Vita, and PC. Primary version reviewed was for PS4.

A load of Killer Croc

Batman’s seen so many great representations in different mediums over the past couple of decades, whether it’s animation, movies, or videogames—so it absolutely boggles my mind when someone utterly fails to capture the essence of the Dark Knight. Batman: Arkham Origins Blackgate is such an awful depiction of the Caped Crusader, however, that I had to wonder whether Armature had even heard of Batman before being tasked with making this game.

Set several months after the events of the console Arkham Origins, Blackgate sees Batman infiltrating Blackgate Prison—again—in order to quell a riot. Three of Batman’s most notorious foes are at the head of all the chaos, and they’ve divided the prison up into sections that their respective gangs control. Batman must defeat them all if he hopes to save the hostages kept in the prison’s Arkham wing.

Aiding Batman is Catwoman, whom he apprehended a couple of weeks prior to the riot. In exchange for her assistance, Batman will put in a good word for her to be moved to more “accommodating” quarters, since supposedly a fragile thief like her could be torn apart in a place like Blackgate. Batman must unlock new abilities and gadgets to help him traverse the different security systems and hazards of the now-dilapidated prison, often backtracking frequently to do so.

And sure—this sounds like the makings of a decent Batman game. The prologue level that revolves around catching Catwoman at an abandoned construction site gave me high hopes that this would be the Batman game we never knew we wanted on handhelds. But as soon as you set foot on the prison grounds, the game takes a serious nosedive. When I sat down to write this review, two words kept coming into my mind to best describe Blackgate: broken and boring.

The first major flaw? Armature tried to develop the game as a Metroidvania within the confines of the story. As we all know, Batman is never without his gadgets and his utility belt, and he goes to Blackgate of his own volition after being called by Commissioner Gordon. Yet, right from the get-go, all he has are Batarangs. No rhyme or reason—just to stay within the parameters of what defines Metroidvanias as a genre.

Someone who actually knows the character would’ve set up the story so to have Batman kidnapped and dragged to Blackgate against his will. Since we’re talking about a young Batman here, he wouldn’t have all the safeguards in his utility belt to prevent it from being forcibly removed. Batman shouldn’t randomly find a Batclaw in a container—like he does in Blackgate—just because he forgot his other one at home. Breaking the character’s basic traits to fit the genre you want your game to be is not forgivable.

Speaking of breaking character, Catwoman’s always played both sides of the fence in Batman lore, but she fills the role of Oracle/Alfred in this game—again, for no apparent reason. Catwoman doesn’t need Batman to break her out of prison, and she doesn’t really need to help Batman. After what happened in Origins, Batman should know Blackgate like the back of his hand. If he does need help, though, did Batman give Alfred the night off? Were his shows on again? Yes, I could definitely imagine Alfred curling up with a cup of Earl Grey and catching up on Downton Abbey instead of manning the Batcomputer!

The story isn’t the only element that’s broken, though. The game itself, from a technical standpoint, is as glitchy as it gets: items flickering in and out of existence, Batman getting caught on invisible walls, or falling through the floor to oblivion (or a checkpoint reload). At one point, I actually glitched through a wall and into a hidden compartment that had an armor upgrade I shouldn’t have been able to get to at that point. I was lucky I could backtrack with the gadgets I had—otherwise, I might’ve had to start over completely.

And if I had to start over, I might’ve just chalked this game up as a lost cause (more so than I already do). If I had to stare at another gray, bland, repeated prison wall, I’d have broken my Vita. The only good-looking aspect of the game is the comic-style cutscenes.

You can forgive the look of a game to an extent if it’s at least fun to play. But with Blackgate, the combat system that has made the Arkham games great is almost completely nonexistent. You can’t quickfire any gadgets, and you don’t even need to counter most of the time, since you’ll rarely encounter more than three of four guys in a room at once. Sometimes—almost like an early-’90s side-scrolling arcade game—a couple more will crawl out of the background when the first group’s been dispatched, but never will there be more than a few fightable enemies onscreen at any given moment.

Detective mode was also a pain in my cowl. I don’t mind having to tap the touchscreen to turn it on—it actually helped deter me from wanting to stay in Detective mode and served as a unique fix to a persistent problem with the series. But I did mind having to keep my finger on the screen to actually scan or look for things because it prevented me from freely interacting with the environment while I was in the mode. I had to move, enter Detective mode, scan, find I was out of range, turn the mode off, move to a better position, re-scan, turn the mode off, then interact. Just let me scan things automatically—no one wants their thumbs off the sticks for that long!

At least the boss fights provide much-needed variety. New characters to the Arkhamverse like Bronze Tiger actually make you work for your wins, since they’re more or less the only time you need to utilize multiple gadgets or techniques. And even though we’ve seen most of Batman’s gadgets before, the one new addition—an explosive-gel launcher—was something I’d like to see on consoles at some point. It reminded me a lot of a grenade launcher, and it could be used in a lot of ingenious ways in both combat and puzzle-solving.

Some decent boss fights aren’t enough to save this game, though. Never before have I been so disappointed in a Batman-inspired property. Plus, this is also one of the worst examples I’ve ever seen of a Metroidvania, since the backtracking and gadget-finding is kept to a bare minimum. Broken, boring, and just plain bad, everyone should steer clear of this as though you had chiroptophobia (fear of bats).

Developer: Armature Studio • Publisher: Warner Bros. Interactive Entertainment • ESRB: T – Teen • Release Date: 10.25.13
3.0
A waste of potential, Batman: Arkham Origins Blackgate is a broken, boring game and a stain on the Metroidvania genre. Its positives are few and far between, buried under a mountain of glitches, tedious gameplay, and poor level design.
The Good Comic-style cutscenes look great.
The Bad One of the worst Metroidvanias you’ll ever play.
The Ugly All of Blackgate Prison—and its single shade of gray.
Batman: Arkham Origins Blackgate is available on Nintendo 3DS and PS Vita. Primary version reviewed was for PS Vita.

During their Saturday night panel at NYCC 2013, Warner Bros. Interactive Entertainment revealed the Electrocutioner, the sixth in the group of eight assassins hunting Batman in Batman: Arkham Origins.

Electrocutioner joins the likes of Deadshot, Deathstroke, Bane, Copperhead, and Firefly. It’s unlikely the other two assassins will be revealed before the game’s launch.

For those of you who don’t know, the Electrocutioner first appeared in Batman #331 in January of 1981, but three different men have worn this mantle. Batman: Arkham Origins’ Electrocutioner looks to model itself after the third and most recent one, Lester Buchinsky, who was brother to the original Electrocutioner and first appeared in Dectective Comics #644 in May of 1992.

The Electrouctioner’s only real ability is that his suit can generate enough electricity to kill a man, but he can dial it down to simply stun his target if he so chooses. It’s safe to assume this is the boss battle where Batman will get the previously revealed Shock Gauntlets, and this fight will more than likely take place early on in the story.

No one who has been the Electrocutioner has even risen above C-list status in Batman’s Rogues Gallery. The villain has pestered Batman, Robin, and Nightwing on various occasions with no success due to his numerous shortcomings. In this new rendition, it looks like Buchinsky is just as stupid as ever, evident by his badly burned face (which probably comes from playing with electricity a tad too much).

Buchinsky’s addition has this Bat-fan worried in regards to how much Origins has scraped the bottom of the barrel to flesh out their cast of assassins, and then seemingly added Black Mask, Penguin, Mad Hatter, and Joker on top of it all just to try to balance the villainous catalog with some A-listers. While I wouldn’t be surprised if another strong assassin like Lady Shiva were one of the remaining two—it would help balance the male to female ratio and could introduce Ra’s Al Ghul and the League of Assassins (might be good to have a whole league in there if the game revolves around assassins)—I still don’t know if it’s enough to warrant the addition of weaklings like Electrocutioner. I suppose one positive note about his inclusion is that Steve Blum will voice him.

Batman: Arkham Origins launches October 25 worldwide on Xbox 360, PS3, Wii U, and PC.

The DC Comics booth was abuzz as always at this year’s San Diego ComicCon, as demos of Batman: Arkham Origins and other DC-inspired videogames were available for the first time to the public. While everyone else was playing, I had a chance to catch a quick tutorial from Jim Lee on how to draw Aquaman, and found out how much he hates drawing scaled armor. But then I headed back to the movie costume displays and met briefly with Warner Bros. Montreal senior producer Ben Mattes to talk about some of the work going on with Batman: Arkham Origins.

EGM: What made you want to include a small-time villain like Copperhead in Batman: Arkham Origins, and what inspired the character’s drastic redesign?

Ben Mattes: I tell this story differently than Eric [Holmes, Arkham Origins’ Creative Director], but I remember the meeting where we decided to go for it. We had a big bulletin board up with a lot of different assassins on it. First and foremost, we had the assassin angle. So we were looking at KGBeast, we were looking at Firefly, we were looking at Lady Shiva, we were looking at Copperhead. All these different characters. Anyone who might’ve, sort of had the word assassin in their history. And then we were looking for elements that would match different components of gameplay. So we were saying “this one would make a good challenge for freeflow combat” and “this one would be a good option because it could challenge your navigation” or whatever the case may be.

So as we were looking at the board, we realized we didn’t have a ton of women on our roster and that was frustrating and disappointing for a variety of reasons. And Ames Kirshen, who is the vice president of production for all DC properties at Warner Bros. Interactive, kind of likes the idea of the Copperhead character, and likes the idea of this acrobatic, contortionist character. And there was this merging, this alignment of the stars, where we said we have an idea of what the gameplay could be with this character. We’ve got an interesting angle in terms of this being an assassin, but we’re looking for more females, let’s pitch the idea of a refresh, a rebranding, of the Copperhead character and make it a visually appealing female character.

At first Ames and DC were a little hesitant. They weren’t against it, but they needed some convincing. And so working with our character concept team, we put together a few compelling character pieces that showed how visually appealing this character could be with her claws and her tattoos and her costume. And while doing this, we’re describing the image we have of her being a dangerously seductive contortionist, and that was a cool image that everyone could see in their heads. Imagine her wrapping herself around Batman and using her claws to attack and poison him. It was a pleasing image we all thought would be cool.

Once that happened, we got [DC Comics’ chief creative officer] Geoff Johns on board, and then the rest was just implementation. And as we revealed at the San Diego ComicCon panel, the motion capture of her was probably the point where everyone looked back and said, “See, I knew it would work!” We all thought it would be cool, but then we got these three really talented actresses and we hodgepodged together their MoCap, glued it all together to create the Copperhead experience in the cinematics we’ve shown, and that’s really when it clicked.

And then to have Geoff Johns talk about it at the panel and give credibility to the character by saying she’s going to become canon, she’s going to become a character you’re going to see in the New 52, is really validating, and shows the working relationship between us and DC—which has been great—but it also shows the importance of videogames as a medium in the overall DC space. The Arkham games sell. They get millions of eyes on them. And so they’re becoming increasingly powerful and important just as a platform to influence the canon of this character, which is very rewarding and exciting for us.

EGM: You mentioned the New 52 and how the Arkham games are now influencing that. The New 52 is very young, and the Arkhamverse is in its infancy as well. Because of its freshness, are you guys tempted to reach for Batman’s newer history, as it might have a more viable audience, or do you like staying rooted in Batman’s lengthy pre-New 52 history? 

BM: Generally speaking, everything is on the table. We are more influenced by the older comics for sure in regards to references and inspiration and try to steer clear mostly just of the movies, TV Shows, and other media. What’s more important than if our inspiration is from old or new comic material, is if it makes sense to the Arkhamverse, because it is young and it is its own unique branch of the DC timeline.

Hypothetically, let’s stick The Court of Owls into the Arkhamverse. We go back then and ask if that makes sense, especially since Origins is Year Two and very clearly Court of Owls isn’t Year Two, so there are some things where the chronology of our story dictates who we can and can’t have in it. But in regards to what books or authors or anything—it’s all available. We just have to make sure it stays consistent. And that’s not necessarily a DC mandate. I mean, they appreciate that we hold ourselves to that even before we put options in front of them, but we want to make sure that we are building a cohesive, coherent universe first and foremost. Because first of all, we’re huge fans and that’s the world we want to play in, and we don’t want to create an experience where the fourth wall is broken for those extra hardcore fans who find inconsistencies and lose that sense of immersion because there’s something about our narrative that breaks and fractures their sense of understanding in the universe.

EGM: How hard is it to keep that consistency with a prequel, though? You have a lot of new villains and gadgets that weren’t around in the first two games.

BM: You know, it’s really not that hard if you put gameplay first. We’re not ashamed of it. We’re proud of it. We didn’t sit there thinking that we needed to create an awesome gadget, but it needs to be technologically inferior to Arkham Asylum and so we need to limit him. That’s not how you make an exciting game. We wanted to make a game that felt like an upgrade over the previous two games in as far as Batman’s capabilities, even though this is chronologically taking place before Arkham Asylum. As a player, do you accept that the chronology means Batman should miss some punches, the Batclaw cable should snap once in a while, and the Batarangs shouldn’t fly as far? It would be frustrating instead of an empowering experience.

Luckily, though, there is a very well-established component of the canon that makes it all moot. Batman never leaves the Batcave with everything. It’s part of the character. He has different outfits, different gear, different vehicles, different versions of weapons, different versions of gadgets, different suits, and it’s always been accepted that based on the different challenges he may face, Batman will use some subset of his arsenal to use in that encounter, and so we’re just staying consistent, really, with that part of the canon. In Arkham Origins, Batman finds a need for the remote claw, and so narratively we can still be consistent. It’s just part of who he is.

EGM: Well, as long as he never brings out the Bat-Shark Repellant again, I think we’ll all be okay with that. So, you have a new Joker voiced by Troy Baker and a new Batman voiced Roger Craig Smith. Besides the fact these are younger versions of the characters, what made you want to change the actors and what went into choosing the new actors?

BM: Really, younger is it. That was the main reason behind the decision to change voice actors.  It’s not that we don’t love Mark [Hamill]. It was simply the fact that we needed a voice actor who could sound like he was the Joker, but seven years younger from where Mark typically played him.

And everyone acknowledged that need. We are an early career story. We needed our voice actors to be younger men who have younger sounding voices, but who can still very much play the characters the way that Mark and Kevin would’ve played them. We didn’t want Troy to re-invent the wheel and come up with an all-new Joker. We wanted him to the deliver us the Joker who becomes the character played by Mark Hamill in Arkham Asylum and Arkham City.

So what went into the casting was listening and auditioning tons and tons of some of the best male voice actors in videogames for that angle. And trying to make sure we found partners who understood and embraced that, and saw that as a huge opportunity rather than a restriction or a confinement or some sort of limiting factor. And both Troy and Roger immediately keyed into that in their auditions. You could actively hear them trying to do their versions of the vocal mannerisms of Mark. And it became quite evident to us early on in the process that these were our actors—not just because they could deliver the voices, but because they embraced the challenge so wholeheartedly and are so respectful of the giants whose shoulders they were asked to stand upon, which is exactly what we were looking for.

Stop reading my mind, Ed Boon!

I am, admittedly, a creature of habit. I spend 6.8 percent of my day thinking of friends and loved ones, 9.4 percent of my day thinking about what I’m going to eat for lunch and dinner, and the remaining 83.8 percent of my day thinking about comic-book “What Ifs?” Would Bane be able to go toe-to-toe with Solomon Grundy? Could Green Arrow ever stand up to Superman? Could Shazam, Earth’s Mightiest Mortal, strike down Ares? Could Nightwing surpass his teacher and beat down Batman? Now, NetherRealm Studios has provided me with an outlet for my musings that’s so perfect, so tailor-made for geeks like me, that there’s only one possible explanation: Ed Boon is psychic.

Potential clairvoyance aside, Injustice: Gods Among Us looks to answer many of those questions that I ponder daily by taking 24 of the DC Universe’s most infamous heroes and villains and pitting them against each other in a 2.5D fighter. Building off the foundation of NetherRealm’s last outing, the 2011 Mortal Kombat reboot, Injustice offers a bevy of modes that provide more depth than most other fighters in both its single player and multiplayer menus.

Being the massive comic-book fan that I am, I was initially drawn to the single-player story mode. We open with the revelation that the Joker has committed the unthinkable—he’s detonated a nuke in Metropolis, annihilating the entire populace, including everyone that Superman knows and loves. We then follow the fallout from this horrendous incident as Superman is pushed past a line he never knew existed.

The story unfolds across nearly 50 fights and a handful of minigames—ranging from button-prompt challenges and “Test Your Might”-style button-mashing marathons—through a dozen chapters, each marked by the player taking the helm of a new hero or villain. These are linked together then by gorgeous cutscenes that set the stage for a conflict of the most epic proportions, all as Injustice’s story hits notes reminiscent of some of DC’s most thrilling comic arcs from days gone by. And it even finds an interesting way to explain how the likes of the Joker and Batman can so easily go against Superman and Green Lantern.

But the story mode barely even scratches the surface of the depth this game offers. If you’re more an old-school arcade ladder fan, then Battles mode offers you plenty of options. Not only is there a classic mode where you get a short cutscene tailored to each character after you best 10 different enemies, but there are dozens of stipulations you can select from to add to your challenge. Want to face off against the whole roster? How about doing it with a single lifebar? Or maybe you want a series of mirror matches? These are just a few of the plethora of other challenges available in Battles mode and that’ll keep this disc warm in your system for hours.

But wait! There’s even more! Continuing to build off that Mortal Kombat foundation I mentioned earlier, Injustice also includes S.T.A.R. Labs, a spandexed twist on Mortal Kombat‘s popular Challenge Tower mode that provides each individual character with 10 unique missions that offer a variety of gameplay situations that deviate from the standard fighter formula—all while still providing a fun and interesting set of challenge parameters.

And if that weren’t enough, you’ve got the local and online multiplayer, with the online offering not only your standard ranked 1-on-1 scenarios, but also King of the Hill, where you can enter a queue in a room of fighters and watch other matches take place, or Survivor, where your lifebar and character selection carries over in each match.

Now, I know what you’re saying. If you’re a fighting-game fan like me, you know that a game could have a story from the likes of Marv Wolfman or Frank Miller and have 100 modes that are as deep and well thought out as the ones I’ve described in Injustice, but if it doesn’t handle well, it’s all for naught. The gameplay itself has to be there, the combos have to flow smoothly, and the fighting can’t get dull or boring.

This happens to be where Injustice shines like the Brightest Day.

The thing that surprised me the most was the removal of the traditional rounds we see in most other fighters. Taking a page out of the comics Injustice is inspired by, most monumental bouts between superhero and villain heavyweights will just continue non-stop. In order to embody this idea, Injustice gives every fighter two lifebars, with only a small pause in the action signifying someone has lost their first life bar and a new “round” is then starting. I admit, I was skeptical of this gimmick, but after only a few fights, it became a natural part of the conflict for me. The old premise of rounds was almost completely wiped from my memory as new strategies formed to take advantage of this inventive new wrinkle.

After putting several more matches in, I didn’t see, but I felt the combos flowing like Aquaman riding the surf, as it was easier than ever to pull off some ridiculously long hit combinations, especially with quicker characters like Harley Quinn or Nightwing. As anyone who’s been pinned against an invisible arena walls until the match is over knows, though, this isn’t necessarily a good thing. To balance this, there are a couple of new ways to counter or interrupt these combos and give you a chance to deliver your own punishing pounding.

The power meter system, another Mortal Kombat element, returns to allow players to pump up their special attacks. A full meter allows for the amazing, over-the-top specials that decimate opponents when they hit, but it also acts as a currency for moves called Clashes. A Clash is when a player decides to initiate a forced confrontation with his opponent and gambles some of his special meter. Depending on how much you gamble and who initiates the Clash, you can instantly cause huge damage to your opponent or heal a large chunk of your lifebar. These Clashes, when used properly, can very easily turn a match if not careful. Several times, my opponent and I were down to less than half of our last lifebars when one of us hit a Clash, regained a third of our health, and were able to ride this late boost to victory.

The most ingenious additions to the gameplay, though, are the interactive environments. Across 15 different levels—most with multiple transitions to different sections of the world—you can interact with the background and drop surprisingly powerful attacks on your opponents that take advantage of your particular character’s natural abilities. Get backed into a corner as Bane? A quick tap of the right bumper will have him pick up a car and smash it over your opponent. Should you be playing as the Flash, though, you’ll simply jump off the car to then get behind your opponent and put them in the corner. Laser cannons, chandeliers, statues, robots, jet engines, and anything else you come across can be used to turn the tide of battle and I still haven’t found them all after literally pouring nearly 30 hours into the game.

When all is said and done, Injustice: Gods Among Us isn’t just another fighting game. It’s the ultimate in fan service and an unmistakable labor of love. This is the kind of game DC fans have been dreaming of seeing their heroes in for a long time. On top of the stellar gameplay and cornucopia of modes, there’s a treasure trove full of unlockables, amazing graphics, and superb audio, with a voice cast pulled from the annals of DC Animation’s greats—even if not all of them are in their traditional roles (i.e., Phil LaMarr as Aquaman). And the only knocks against this entire experience are minor. The load times are obnoxiously long and frequent between each battle, but even that can be forgiven when you see what you can do in the levels and how smooth every single fight is once it starts. A few character move sets have shades of Mortal Kombat leak through like Batman/Scorpion, Raven/Ermac, and Killer Frost/Sub-Zero, but everyone else seems truly and wholly original. And I wish the mirror match clones were more easily discernible as they look exactly the same as you do. I’m really nitpicking there, though. I can’t stress enough how polished this game is in nearly every facet. This is a satisfying, must-have gaming experience on every level.

Developer: NetherRealm Studios • Publisher: Warner Bros. Int. Ent. • ESRB: T – Teen • Release Date: 04.16.13
9.5
One of the best all-around fighting experiences you’re likely to find—and fans of both DC Comics and Mortal Kombat-style fighters will be blown away by this high-quality brawler of epic proportions.
The Good A story worthy of the comics, near-flawless mechanics, and enough collectibles to make this one of the deepest fighters you’ll ever see.
The Bad Obnoxiously long and frequent load times.
The Ugly Solomon Grundy takes the cake here.
Injustice: Gods Among Us is available on Xbox 360, PS3, and Wii U. Primary version reviewed was for Xbox 360.

Hey there, kids! Dr. Ray Carsillo, Associate Professor of Superherolgy here for EGM. Today, we’re going to speculate as to what villains the Dark Knight may face in his upcoming game, Batman: Arkham Origins.

Along with a slew of screenshots, plot information leaked yesterday that Black Mask has called eight of the world’s greatest assassins to Gotham and put a massive bounty on Batman’s head. We know for sure that Deathstroke is, unsurprisingly, one of these assassins from those screens. But who are the other seven? Here are my best candidates for the job:

Deadshot

First Appearance: Batman #59 (June/July 1950)

Real Name: Floyd Lawton

Bio: Originally appearing in Gotham under the guise of helping Batman, Floyd Lawton actually had a grand plan to replace the Caped Crusader and then use the vacuum of costumed do-gooders to establish his own stranglehold on the Gotham underworld. This failed, of course, and when Lawton finally broke out of prison, he decided to become an assassin-for-hire instead. Consistently proving that he never misses, Deadshot quickly becomes one of the best assassins in the world, but frequent marks in Gotham has seen him cross paths many times with Batman over the years. His constant trouble with the law has led to several stints with groups like the Suicide Squad to put his skills to more noble uses while also trying to get shorter jail sentences.

Powers: Expert marksmanship

Why He Might Appear: Having already been part of an Arkham game increases the likelihood of Deadshot appearing. He’s one of the best-known assassins in the Batman mythos, and the huge bounty would play to the character’s more basic traits. Also, if the developers wanted to touch upon his origins, with the Penguin and Black Mask also being seen in screens, there’s a good chance for strong mob undertones to the game. If Deadshot wants a slice of the underworld to himself, this Batman Bounty would prove a perfect excuse for him to come to Gotham and try to weasel his way into one of the premier organizations before starting his own.

Lady Shiva

First Appearance: Richard Dragon, Kung Fu Fighter #5 (December 1975)

Real Name: Sandra Woosan (or Wu-San, depending on the writer)

Bio: Born and raised in a shantytown protected by Ra’s al Ghul’s League of Assassins, Lady Shiva grew up around martial arts. After fleeing the village with her sister at a young age to pursue a better life in America, Shiva continued her training into adulthood before being tracked by David Cain, one Ra’s al Ghul’s best assassins. In order to free her mind from restraints she didn’t know she possessed, Cain killed Shiva’s sister. Realizing that Cain was right—that she needed to let go of everything, including her family, to reach her true potential—she entered into the League of Assassins with Cain and bore his offspring. This child would go on to become Cassandra Cain, the second Batgirl (third if you count Betty Kane, but most don’t). After Cassandra was born, Shiva abandoned the girl and continued her quest to reach her full potential, often fighting on both sides of the law to fulfill her personal wishes.

Powers: Martial arts grandmaster, expert in reading body language to predict opponents’ moves

Why She Might Appear: In a game revolving around assassins, the League of Assassins would need some sort of representative. Although I’m sure Ra’s al Ghul will also likely appear somehow, he rarely does his own dirty work and often employs people like Lady Shiva to do it for him. David Cain, Shiva’s lover, is also a possibility but less likely due to his niche status in the Batman mythos.  Therefore, Shiva’s easily the best-known candidate. Her past of both helping and attacking Batman could be an interesting side story—maybe even to set up a trap in the game—since Lady Shiva’s best-known story arc is the one where she helped train Batman back to full strength after Bane broke his back in the Knightfall story arc. On several occasions, though, she’s tried to kill several members of the Bat-Family.

Merlyn

First Appearance: Justice League of America #94 (November 1971)

Real Name: Depending on what media he appears in, Merlyn has a bevy of first names, including Tommy and Malcolm, with Merlyn always serving as his last name.

Bio: Once known as Merlyn the Magician, he was a world-class archer who fell out of the limelight after one great public archery contest against Green Arrow. Leaving the contest simply as archery rivals, Merlyn appeared many years later as a member of the League of Assassins, charged with killing Batman. Green Arrow prevented the attempt, however, and Merlyn was ousted from the League because of his failure. While at the League of Assassins, Merlyn also had a hand in Cassandra Cain’s training.

Powers: Master tactician, archer, marksman, and hand-to-hand combatant

Why He Might Appear: Even though he’s best known as a Green Arrow antithesis, Merlyn’s recent history has been heavily interwoven with Batman, especially now that he was last seen working with Talia al Ghul again. If the League of Assassins does make its presence known in the game aside from Lady Shiva, Merlyn would make an interesting villain to bring along under the League of Assassins banner. Not to mention it could lead to a Green Arrow cameo, whom DC and Warner Bros. have both been pushing heavily recently.

Prometheus

First Appearance: New Year’s Evil: Prometheus #1 (February 1998)

Real Name: Unknown

Bio: The son of two criminals who traveled the country committing numerous acts of theft and robbery, Prometheus watched from the sidelines as his parents provoked the police—until the cops had no choice but to gun them down in an alley. At that moment, he vowed to take revenge against all forces of “justice” that he might come across.

Powers: Variety of gadgets and weapons, peak human physical and mental ability

Why He Might Appear: Meant to be Batman’s perfect mirror image, Prometheus offers up an interesting battle that we see in many games, where the hero must face him or herself to advance (Dark Link, anyone?). Although Prometheus has a large sum of money due to his parents’ various stashes, he often meddles himself in mob affairs to garner more power. Again, with the mob angle clearly coming into play with Black Mask and Penguin’s respective presences, Prometheus might see this as the perfect time to confront his do-gooder equal while inserting himself into the Gotham underworld scene. Seeing as how all these assassins with underworld ties might possibly appear in the game, this could help introduce other mob bosses as well, like the Great White Shark, Carmine Falcone, Rupert Thorne, or Two-Face to go along with Penguin and Black Mask.

KGBeast

First Appearance: Batman #417 (March 1988)

Real Name: Anatoli Knyazev

Bio: Trained by a secret cell of operatives inside the KGB, the Beast was loyal to the Soviet Union and would do whatever it took to eliminate the targets he was assigned. His first encounter with Batman had KGBeast targeting 10 high-ranking officials inside the U.S. government in the hopes of crippling the “Star Wars” program. The Beast was mostly successful but failed to gun down his final target, then-President Ronald Reagan, after being thwarted by Batman. After this failure and the U.S.S.R. dissolving, KGBeast turned to a more traditional life of crime.

Powers: Prosthetic gun in place of left hand, enhanced physique due to cybernetics, explosives expert, extraordinary hand-to-hand combat skills

Why He Might Appear: The leaked info says that these are the best assassins in the world, and by the time he first met Batman, KGBeast had already successfully assassinated over 200 targets. His unique weapons—and considering the game is set in the past—could allow for KGBeast’s first appearance story to be mostly explored, especially as the game looks to have an open-world feel similar to Arkham City but twice as big. At the very least, it could be an interesting side mission to have high-ranking political figures in town—and Batman having to stop them from being killed by KGBeast.

Bane

First Appearance: Batman: Vengeance of Bane #1 (January 1993)

Real Name: Unknown

Bio: Born and raised in a prison his entire life, Bane’s natural skills allowed him to survive and later thrive under the harsh conditions. Building up his body in the prison gym and learning as much as he could, Bane quickly dominated everyone in the courtyard to become the unquestioned “king.” Seeing his potential, prison controllers felt he’d be perfect for an experimental drug called Venom. Using his new-found superstrength, Bane escaped his prison home and made a beeline for Gotham City, feeling it his destiny to break the Bat.

Powers: Master of disguise, photographic memory, expert strategist, Venom usage gives him superhuman strength

Why He Might Appear: Bane’s another character who’s already appeared in the Arkham games. If Warner Bros. Montreal decides to tap into a little bit of the Batman: The Animated Series mythos, it would be easy to make Bane an assassin-for-hire type, as well as a mastermind in his own right. This would explain what would bring him to Gotham in the first place, and since his own origins in the Arkhamverse haven’t really been explored, this could be the time to do it. Plus, he’s another big name from the Rogue’s Gallery and could really help complement Penguin and Black Mask. And let’s not forget that Bane is at an all-time high in terms of popularity due to last summer’s The Dark Knight Rises, and seeing him in a more traditional comic-book setting might be just the thing to keep his villainous momentum going.

Azrael

First Appearance: Azrael: Death’s Dark Knight (March 2009)

Real Name: Michael Washington Lane

Bio: An ex-cop, Michael Washington Lane is approached by the Order of Purity when the former Azrael went mad and killed an undercover cop. Dressed in holy relics that speak to him—and after undergoing numerous purification rituals by the Order—Lane has lost some of who he once was, but his personal sense of justice is still his primary driving force, which has led him to be both an ally and an adversary to Batman.

Powers: Artificially enhanced physiology, specially armored costume

Why He Might Appear: I chose the more recent incarnation of Azrael—not the original from the early ’90s in Jean-Paul Valley—because Lane is another figure who’s appeared in the Arkham games. It makes sense for this version to be used here, because instead of trying to teach people about two different men as the same character, you create a bit of a new backstory for him in the Arkhamverse. All in all, this would be a lot simpler—and more interesting. Azrael’s always been a character who lives in that gray area and whose methods are too extreme for Batman to use himself; his religious undertones also make him a bit of a lightning-rod character. This could also lead him to believing that Batman is some sort of devil or demon—and that by purging him from the world, he’d be doing his holy duty, instantly providing a bit more depth in terms of character motivation beyond “I want to get rich and famous.” His character’s also susceptible to being easily manipulated—and he has a history with Ra’s al Guhl as well because of this.

What do you folks think of this list? Who do you think should be on here? What non-assassin villains do you think will crop up? Are you excited for Batman: Arkham Origins? Let us know with comments below! 

It was an interesting week in the comic world as IDW brings back another old-school hero while Marvel and DC continue to try to spin our old heroes into something new. So let’s just get right to it with this week’s Pullbox!

IDW – Judge Dredd #1 – The year is 2100. Most of the world is a radioactive wasteland aside from a small strip along the North American east coast where all people can do is build upward at this point. The facilities of this last bastion of humanity are mostly automated, but occasionally man’s primal urges to break the law rise to the surface and when this happens, there is only one true form of law. The Judges And the most severe of this militant law-enforcement group is Judge Dredd.

Capitalizing on the fair success of the Dredd movie, this comic is the start of bringing Britain’s most infamous comic book hero ever here to the States in a way that stays true to its dark, dystopian future. This first comic is a joy for any comic reader that is even just vaguely familiar with the character as it throws you in head-first to Judge Dredd’s world without pulling any punches. Pick this up and stick with it folks because it is going to be one hell of a ride from here on out.

DC – Talon #2 – Calvin Rose begins his war against the Court of Owls in earnest in the hopes of finding the women who helped prevent him from succumbing to the same fate as all other Talons. When he looks to hit one of the Court’s primary fund reserves, however, he realizes that he may have bitten off more than he can chew and will need to push his skills as an escape artist to the test if he hopes to live.

Even though this book is only a couple of issues in, and I didn’t even really enjoy the whole ‘Court of Owls’ concept, Talon shows a lot of potential as it is already introducing new and unique characters, and looks to be working hard to give Calvin some nemesis of his own to do battle against. The idea of bringing back Owls from the dead could get old quickly, but it definitely works through a couple of issues and it should be interesting to see how Calvin’s war on the Owls continues in the coming months This is definitely one book to keep an eye on.

Marvel – Astonishing X-Men Annual #1 – In this one-shot story, we again see how being an X-Man affects Northstar and his marriage as The Friends of Humanity terrorist group has started targeting the loved ones of mutants instead of just the mutants themselves. Labeling them gene traitors, Northstar must aide his friends in hunting down the hate mongers before his husband becomes the next casualty.

If you’ve been reading Astonishing X-Men, this Annual issue really helps put a nice little bowtie on the recent events that have happened with Northstar and his wedding and all that. It doesn’t really feature a lot of action, but does a nice job of fleshing out some characters, including Karma, Northstar, and his husband, and feels like it is setting them all up for something big in the future. A solid read, but not a must have unless you’ve been following this series very closely.

DC – Batman, Inc. #5 – Batman claims he’s had a vision of the future where Damian becomes Batman and Gotham gets wiped off the map because of it. Everyone Bruce knows and loves die in the future and so in order to prevent this from happening, Bruce wishes to send Damian back to Talia as a peace offering.

A little confusing at first, as is typical of most of Grant Morrison’s more recent works, it all comes together in the end as this issue has an old-school ‘Elseworlds’ feel to it that I appreciated. Also, having the Joker being the villain the brings about the end of Gotham was a nice touch as any time you can work in the Clown Prince of Crime is a bonus for sure. It would have been nice though if aside from explaining Batman’s insane vision, if this issue has actually done something, like, I don’t know, forward the story, perhaps. Not the best issue of Batman, Inc. in how it relates to the series, but I’ve read worse.

Marvel – Secret Avengers #34 – Captain Britain and Hawkeye are trapped in the Earth-666 parallel universe where all the heroes we know are classic movie monsters (Thor is the Mummy, Wolverine is a vampire, Punisher is a Frankenstein monster, etc.), Venom and Valkyrie are ejected into space, and Hank Pym gets turned into a Deathlok!

This was one of the most difficult issues for me to follow in a while what with so many different stories going on at once. I usually love Rick Remender’s work, but he needs to get a grip on the reigns of this one fast because it feels like an out of control train ready to wreck at any time. And it’s not like I tried jumping into this one cold turkey. I’ve been following this series and still had trouble trying to piece together everything that was supposed to be happening. The whole feel of Secret Avengers seems to have taken a downward turn ever since Hawkeye took it over from Captain America and even though I’ve been with this book since the very beginning, it needs to pick up soon or I’m jumping ship.

Holy rusted armor, Batman!

For me, Batman: Arkham City was one of the crowning achievements of this console generation—never mind just 2011. So, when I heard it was being ported to the Wii U for the system’s launch (13 months after its initial release, mind you), I certainly understood why. But when I went hands-on with the new Armored Edition at this year’s E3, I was disappointed with the Wii U “innovations”—it seemed Nintendo loyalists wouldn’t get nearly the same smooth experience I had when I first played the Xbox 360 and PS3 versions. I understood that a 15-minute demo wouldn’t be nearly enough time to pass final judgment on this one, though—especially as it was my first experience with the Wii U, period.

Flash-forward five months later, and I’ve been playing the Wii U incessantly along with my fellow EGM cohorts. And though some of my fears have been assuaged—and some of the new features have even impressed me—several new problems that have arisen that make Batman: Arkham City—Armored Edition the clearly inferior version of this phenomenal game.

The first flaw that you’ll notice rather quickly is glitches that were never present before—audio suddenly cutting in and out and weird shadows in cutscenes that make many characters look unnatural. In fact, the very look of the game as a whole has almost a waxy quality to it now, where you wonder if it actually takes full advantage of the Wii U’s HD. Maybe some of this odd look is just Batman’s new cheap suit of armor, which leads us to another major problem in all the gimmicks that have been tacked on in order to try to sell this version of the game: the B.A.T. system.

With the B.A.T. system, Batman can absorb the kinetic energy thrown around in battle and then channel it into enhanced strength. The problem is that this redesign makes the game far too easy. Fights where you had to strategize who you’d take out first—as thugs came at you with knives, shields, stun batons, and all other manner of weaponry—are now nullified, as the B.A.T. system makes it so that every enemy can now be taken down in only a couple of hits.

The next problem comes via the Wii U’s GamePad controller and the touchscreen features that have been added. The hopes were that by adding your inventory screen and minimap to the controller, it would create a more fluid experience. Instead, it does the exact opposite. The controller’s minimap is less detailed and harder to read than if you were pausing the game and looking at it on a normal-sized TV screen. It also fails to streamline the experience in any way, as you’re still interrupting the game to look down at the screen and set waypoints, level Batman up, or change gadgets—and now you’re doing it with Batman in the open, vulnerable to the dangers of the living, breathing environment of Arkham City. This again deters the strategy offered in the original version.

One way to escape this problem is by playing the entire game on the Wii U GamePad tablet, should you wish to use your TV for something else. I do applaud the fact that there’s no lag or choppiness, but playing the game on the controller’s tiny screen—which is of a worse quality than what you’d get with an iPad, iPhone, or even the PS Vita—only makes the visuals look even more muddy and unappealing.

The final shortcoming with Armored Edition also involves the Wii U controller. Having to hold it up and move it around to scan areas in Detective mode or to pilot my remote-controlled Batarang had me grinding my teeth at times while also grinding the poorly placed controller joysticks. Also, the cheesy effect of having Alfred talk through the controller became tiresome quickly, as the audio quality is so poor on the small speakers. It all felt like unnecessary proof-of-concept mechanics that again were much smoother and simpler on other systems.

Now, I’ve really honed in on the negative aspects I found with this port, but this isn’t to say the game is broken and completely unplayable. Gamers who don’t have the muscle memory of playing the game on Xbox 360 or PS3 will likely more readily adapt to the controller, and the core elements that made Batman: Arkham City so great are still present. The enthralling story, the classic DC characters, and even all the DLC is bundled onto the disc so that once you beat the main story, you can go back and play Harley Quinn’s Revenge or use Nightwing, Robin, or Catwoman on their challenge maps. The combat system that allowed Batman to showcase his bevy of martial-arts maneuvers is also still available, should you choose to ignore the B.A.T. feature.

But, like many of the ports that are coming to the Wii U long after their initial release, there’s really no positive reason for you to look into this port if you’ve played it before on other consoles; this is simply a dumbed-down version for the Nintendo hardcore. I legitimately feel bad that they get this bastardized version of Batman: Arkham City—they’ll never know how great this game was in its perfectly polished original form.

SUMMARY: Although the core of Batman: Arkham City remains intact, new glitches and tacked-on gimmicks take away from the overall experience enough to make this a clearly inferior version of one of the great games of this generation.

  • THE GOOD: Same great story with all DLC packs already on the disc.
  • THE BAD: New glitches and unnecessary gimmicks make this a worse version than its predecessors.
  • THE UGLY: How the game looks if you play exclusively on the Wii U controller.

SCORE: 7.0

Batman: Arkham City: Armored Edition is a Wii U-exclusive version of Batman: Arkham City. 

Sorry to do this to you again folks, but next week EGM will be at New York ComicCon so the Pullbox will be in hiatus for another week. Luckily we are here this week and it was a good week for comics with the AvX event wrapping up. Instead of focusing on that though, we’re going to look at a few comics that we don’t want you to forget about, including a couple of new #1’s. With that, here’s this week’s Pullbox!

Marvel – Minimum Carnage #1 (One-Shot) – Someone has broken Cletus Kasady, a.ka. Carnage, out of prison and he’s looking to go on a killing spree in a whole new universe! The micro-assassins who broke him out of jail want to get back to their home dimension, but Venom and Scarlet Spider may have something to say about that as Kasady leaves a trail of blood miles long to get to where he needs to.

Starting and ending in a one-shot, the bulk of this six-issue mini-series will carry over in a crossover between both Venom and Scarlet Spider over the next couple of months. Looking like the next issue will be your standard “Who are you? I hate you. Let’s fight. Wait, we’re both good guys. Team-up!” while Venom and Scarlet Spider try to figure out what universe they end up in. All I know for sure is that whenever Carnage is involved, the action is likely to be epic and Kasady will do something so deranged that you may crap yourself. He’s one of the best villains of all-time for a reason folks and I can’t wait to see what happens next.

Marvel – The Defenders #11 – Finally, the massive Concordance Engine story arc that seems to have been going on since this series started will come to an end…next issue. This issue at least has explained what the heck the Concordance Engine is and it is an interesting take on the creation of the Marvel Universe. What the Engines do is pull the miracles from all the alternative universes out there into one universe, the Marvel Universe, in order to prepare for an epic confrontation between all those with powers and the dreaded Death Celestial, who actually acts exactly like DC’s Anti-Monitor.

The idea of what these Engines are is one of the most creative ideas the Marvel folks have come up with in a while. Basically saying that one universe was supposed to have mutants and the X-Men, while another would have the Fantastic Four, and another would have Spider-Man, but these engines pulled these unique situations into one world to prepare it for this final battle. A great idea and good action as things finally start to come to a head and we learn that John Aman was indeed always a good guy all along, but I personally can’t wait for this story to be over next issue.

DC – Batman: Legends of the Dark Knight #1 – Three short Batman stories come together to help give us insight into just how Batman works, and in the case of these particular stories, how he overcomes his mental and physical weaknesses to be the badass superhero that he is.

One of my favorite DC Comics for a long time was Legends of the Dark Knight, so to see it return in this form brought a smile to my face. Each individual story had a special charm about it while also giving us a great look at how Batman operates. It even took the time to make fun of itself at one point by referencing the infamous Adam West ‘Bat-Shark Repellant’. Add-in a great confrontation with Amazo in one story and really I can’t wait to see where this new monthly goes from here and for me is a must-add to the Pullbox.

DC – Before Watchmen: Rorschach #2 (of 4) – Rorschach survived his surprise encounter with a bunch of gangsters only to collapse inside his favorite diner from internal bleeding. After spending three days in a hospital bed, Rorschach healed, and readied himself again to go after Rawhead, the head of the little criminal empire that Rorschach wants to take down and that meant shaking down every two-time thug he sees.

Great, gruesome action throughout this book as Rorschach’s methods of interrogation are amazing to see on the comic page. The lengths he will go to for justice show why this is most everyone’s favorite character from the original Watchmen. And doing his internal dialogue through his journal entries is brilliant as we get to see what really makes the character tick and how unwavering he is in his one-man war on crime. One of the best of the Before Watchmen books, if you get only one of these series, I think Rorschach should be it.

Image – Non-Humans #1 – In the future, inanimate objects take on life and develop souls. Action figures, teddy bears, store mannequins, and, of course, robots, all become sentient and its all people can do to try to keep this from spreading further. In fact, all creative thought becomes outlawed in order to keep this unknown plague from spreading into anything else and overthrowing what humans have come to know. So the internet, TV, movies, video games, and more, are all destroyed. And during it all, one cop is just trying to keep the peace between these new creatures and the old human race.

This was one of the craziest books I’ve read in a while. From serial killer dummies to drug dealing teddy bears, this book is like a little kid’s nightmare come to life. I was disgusted, shocked, bewildered, and I want more damnit. At least for another couple of issues anyway just to see how things develop in this weird and crazy world. There are so many questions this book brought up that I need to see a couple more issues and so for the time being, I’d recommend picking this up as you might be surprised at much you enjoy it.