Tag Archive: lex luthor


Holy Lego Bat-Trilogy!

Batman, as a character, has been a part of my life for as far back as I can remember. Growing up, I had Batman bedsheets, a Batman lunchbox, and I’d watch the syndicated reruns of the 1960s Batman during dinner with my mom and go absolutely bonkers each episode, shouting out each onomatopoeia as it flashed on screen with joyful enthusiasm. So, it was with a near-equal childlike glee when I found out that Adam West and the ‘60s TV show would be getting a pretty fair-sized tribute in Lego Batman 3: Beyond Gotham. Working one of my all-time favorite TV shows into a series that’s already established itself as a great jaunt for Bat-fans of all ages? Sign me up!

Lego Batman 3: Beyond Gotham picks up right where the last game in the series left off. After his failed team-up with the Joker in Lego Batman 2: DC Superheroes, Lex Luthor is still trying to become President of the United States, but he knows he’ll have to knock off the Justice League if he has any hopes of following through with the misdeeds he’d have to commit to get there. Enlisting the aid of other DC villains to his cause like the Joker again as well as Cheetah, Firefly, Killer Croc, and Solomon Grundy, Luthor sneaks into the Hall of Justice—and, from there, teleports his team of rogues to the Justice League’s orbital space station, the Watchtower.

Unbeknownst to the heroes and villains as they clash high above the Earth, though, is that a new villain, Brainiac, an android obsessed with collecting slices of various civilizations and preserving them in his personal macabre museum, has been up to mischief of his own. He’s gathering the seven spectrums of light in order to power up his shrink ray, and he plans to make Earth doll-sized and add it to his species-preserving collection. Only through the heroes and villains coming together to tackle Brainiac as a team—and visiting the homeworlds of each Lantern Corps—does Earth have a hope of surviving the unstoppable android.

What TT Games is able to accomplish here with this, their third Lego Batman, is nothing short of impressive. Sure, the gameplay’s mostly the same as it ever was: Go around smashing pieces of Lego bricks around the world to open up new pathways, collect a variety of items, or rebuild them into something useful to take on the bad guys. Along the way, you collect “studs,” the series’ form of in-game currency, to unlock extra characters and other goodies.

But the scale of this Lego Batman compared to the previous entries is what blew me away. There may only be 15 story levels, the same number as all other Lego games, but each one’s far larger and more intricate than before. What’s more, they offer myriad new puzzles that really put you to the test in Free Play mode if you want to 100-percent the game.

And the story itself is yet again one that Bat-fans of all ages will appreciate. It starts off pretty slow, not really hitting its stride until about the seventh level, but it’s chock-full of the simple-but-enjoyable slapstick humor we’ve come to expect from the Lego series of games. It also stays very true to the source material, so you’ll be hard pressed not to relish the twists and turns of this latest adventure.

Besides the story, though, the game also offers nearly another 15 levels just to run around in and find a variety of DC or Lego themed collectibles. Whether it’s the Legion of Doom headquarters, the Moon, or each and every homeworld for each respective Lantern Corps, you’ll be blown away by just how much you can explore—and how much detail went into each area. From the lava rivers of Ysmault to the emerald fields of Oa, or the exotic forests of Odym to the prisons of Nok, Free Play mode will suck up your time as you undertake sidequests and hunt for the 250 gold bricks scattered about the DC Universe.

There’s also a special post-credits level. Not only can you rescue Adam West 30 times in the game (much like you had to with Stan Lee in Lego Marvel), but you can play as him, too. The post-credits level is a tribute to the 1960s Batman, with Adam West as the narrator. You can (briefly) drive the ‘60s Batmobile and then take on the Joker—redesigned to look like Cesar Romero. He even has a little Lego mustache poking through his white facepaint. It’s an epic showdown worthy of the Batusi!

Beyond all the extra story content, there are also 150 different characters to collect and play with. You’ll find variations on the main characters, like Batman of Zur-En-Arrh and lesser-known villains like Music Meister—even the reality-altering fifth-dimension inhabitants Bat-Mite and Mister Mxyzptlk. If they were ever a part of DC lore, chances are they might be here. Beyond Adam West, a few other random celebrities make an appearance, like Smodcast host and legendary Bat-fan Kevin Smith, the Looney Tunes’ version of the Green Lantern, the Green Loontern (Daffy Duck dressed as Green Lantern), and Conan O’Brien. With the first two, I can at least see some loose connection to the DC Universe, but have no idea why Conan was there, and he proved to be extremely annoying while serving as the guide for many of the hub worlds. He’d often repeat himself to the point where I almost muted the TV when he was around.

But, as the narrator of the 1960s Batman TV Show used to say at the start of each second episode of the two-part stories: The worst is yet to come. For as much as TT Games was able to cram into Lego Batman 3: Beyond Gotham, there are a lot more technical issues than normal. You’ll see framerate drops on almost every other level, and they often crop up at the worst times. I can’t remember experiencing this with a Lego game before, so it was really jarring for the issues to pop up as often as it did here. It’s also still a little mind-boggling that TT Games hasn’t instituted online co-op into their games yet. I understand that local co-op probably works better for a game like this, given its chaotic nature, but I think offering players the option would be nice.

The camera also remains a greater threat than anything the Legion of Doom could hope to throw at you: quest-givers hidden away behind the scenery, your hero falling off an edge because the field of view doesn’t follow them into a blind corner, or just trying to keep all the action onscreen as you take projectile damage from enemies you can’t even see.

The technical shortcomings don’t sabotage the overall package, though. With dozens of hours of post-story content to keep players coming back for more, plenty of new worlds ready to explore, and a story that somehow finds a way to entertainingly tie it all together, Lego Batman 3: Beyond Gotham remains as reliable and enjoyable for fans as Bat-Shark repellent.

Developer: TT Games • Publisher: Warner Bros. Interactive Entertainment • ESRB: E10+ – Everyone 10 and up • Release Date: 11.11.14
8.5
Despite some technical shortcomings, Lego Batman 3: Beyond Gotham does a fine job of continuing to build on what the series has established while also hitting all the right notes to keep pleasing Bat-fans of all ages.
The Good Massive universe to explore. ADAM WEST!
The Bad Camera is a nuisance more than ever; surprising amount of framerate drops.
The Ugly Just how much I know about a TV show that originally aired 20 years before I was born.
Lego Batman 3: Beyond Gotham is available on Xbox One, PS4, Xbox 360, PS3, PC, OS X, iOS, Wii U, 3DS, and PS Vita. Primary version reviewed was for Xbox One. Review code was provided by Warner Bros. for the benefit of this review.

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.

After finally recovering from a SDCC caused coma, The Pullbox has returned! A busy week this week in terms of comics as we saw an enticing new #1, some crazy things happen in AvX, and a new entrant into our indie space. So without further ado, here is this week’s Pullbox!

DC – Batman Beyond Unlimited #6 – This collection of stories following Terry McGinnis, the Batman of the future, gives us three interesting continuations of tales started in earlier issues. First, Solomon Grundy reveals himself to Superman while Lex’s daughter’s plan comes to fruition. In another story, Batman and the rest of the future Justice League travel to Apokolips to help Orion and a blinded Darkseid fight a giant serpent. The final story follows Batman by himself and the Jokerz from all over the country continue their migration to Gotham and Batman needs to prioritize multiple attacks at once!

Honestly, I love this comic. I don’t mind paying an extra dollar each month to get several stories in an obviously extended book. I just hope that they don’t forget it’s called Batman Beyond as there is a lot of Superman love here. If they were going to do that, they should really give him his own future book as I think fans would snatch up both. Especially considering how epic the fight is between Grundy and Superman and Lex’s illegitimate daughter following in her daddy’s footsteps is priceless. The other two stories were okay in terms of writing and pacing, but the Jokerz story is starting to drag as so little happens month to month and needs a jumpstart again.

DC – Nightwing #11 – Nightwing starts to get to the bottom of this new villain named Paragon and his group called The Republic of Tomorrow. But with him fighting both the police for being framed, the banks for a loan to buy Amusement Mile, and these new bad guys, it’s going to be hard for Nightwing to come out on top!

This book did a good job of setting up the next issue where we will likely see the climax of this story arc where the villain and his connection to everyone in the past few issues will be resolved. Good action early on followed up by a lot of plot to maintain order within the story worked well for my tastes and shows why Kyle Higgins is the perfect guy to be writing Nightwing. My favorite part of the book though may have been Damian actually accidentally assisting Dick in putting the final pieces of this puzzle together and their banter back and forth.

Marvel – Captain Marvel #1 – After what happened on the Kree homeworld, Carol Danvers has donned a new costume and a new outlook on life. While helping Captain America battle The Absorbing Man though, Cap suggests that it’s time Carol changes her superhero name to something that fits her a bit more and pays respect to someone she clearly cared deeply about. This, Carol takes the mantle of the new Captain Marvel.

This was a good start to this new monthly. I’m not really sure how I feel about the new costume and haircut for Carol just yet, and the plain cover might turn some folks off, but once you crack this book open, you’ll be happy you did. The art inside is something special and its rare I’m this blown away more by the art than the writing of a book. Not to say the writing isn’t solid. Starting off with a B-level villain, but coming out of the gates with it, was a good move because Absorbing Man can be quickly dispatched and that allowed for plenty of time to develop Carol and her hesitation at taking the Captain Marvel moniker. Her banter/beating-up of Spider-Man briefly also added some necessary comedy relief to what was otherwise a very serious book. Good pacing, action, humor, and drama, all in the first issue, really shocked me and has made Captain Marvel a book I will at least be picking up a few issues of, if not making a permanent fixture in the Pullbox.

Marvel – Avengers Academy #33 – Emma Frost continues her tirade about why Juston’s Sentinel must be turned into scrap. And the entire Avengers Academy wants to fight her tooth and nail to stop that from happening. Has Emma become mad with power though or does she make a point about the Sentinel being an abomination? Either way, Juston doesn’t care and won’t stand for it!

This was an entertaining story arc from the first issue up to this conclusion. It subtly asks questions about artificial intelligence and what makes us human, while mixing it with a lot of over the top action and fighting between Emma and the Academy, even if the save at the end was a little weak. More importantly, this issue serves as a launching point for what could be the four most important issues in Avengers Academy history as things look to take a turn for the worst as this AvX event continues.

Boom Studios – Extermination #2 – Alien forces have invaded the Earth and its people have been utterly decimated. In order to survive, odd alliances have been made, most notably between a former superhero named Nox and a former supervillain named The Red Reaper. All does not seem lost though as the unlikely pair moves across the wasteland towards Nox’s secret lair for supplies, they are discovered by another band of survivors. Unfortunately, Nox and the leader of this rag tag band have a history and he’s having a tough time letting go of the past. 

The first issue was only $1 and it was an interesting concept that this Batman/Joker like team are forced to pair up in a post-apocalyptic world full of zombies and other monsters that have destroyed everything they know and love. This second issue though was well worth the normal cover price as it completely blew me away. The relationship between Nox and Red Reaper is wonderful to see develop and Nox’s loyalty to his morals is admirable to a fault. The best part of the book so far has been the interspersed flashbacks showing us their world as it once was as they make off the cuff references to things that clearly no longer exist. I can’t wait to see where this book goes from here and being only two issues in, it shouldn’t be hard to find Issue 1 and get on board immediately, which I highly recommend. 

You can call me…JOKER!

In my mind, the major issue holding the Lego videogame franchise back since its 2005 debut has been the strict guidelines to which the games adhere, since they’re all based on established properties. Mind you, they’re all terrific franchises: Indiana Jones, Star Wars, Harry Potter, Pirates of the Caribbean, and soon, Lord of the Rings. But one game in the series that bucked that trend was the first Lego Batman. Though the Caped Crusader’s clearly an established property, the story didn’t limit itself to a comic book, cartoon, or movie story arc—and many of us celebrated that fact.

Flash forward four years after the release of the first Lego Batman, and developer Traveller’s Tales has decided to forgo their proven-successful mold once more with Lego Batman 2: DC Superheroes. Not only does this entry provide players with an original storyline, but it also marks several significant series firsts. Midlevel checkpoints might be one of the more noticeable changes, as the size and scale of each story level is several times larger than anything else seen to date in the Lego franchise. The game also includes a centralized hub world—in this case, Lego Gotham City—that connects players to many of the major plot points.

But let’s get to the biggest change: talking! For the first time ever, each character in the game actually speaks and doesn’t just mime their intentions or resort to physical humor to get a point across. Now, that’s not to say that the childish Lego slapstick’s been entirely done away with—there’s just a bit less of it. And DC Superheroes’ cast is more or less a Who’s Who of voice actors, with Nolan North, Rob Paulsen, Claudia Black, Tara Strong, Jennifer Hale, and many more—spearheaded by Clancy Brown, who reprises his DC Animated role of Lex Luthor.

But as always, it’s that classic Lego gameplay model of destroying and rebuilding everything in your path—and the kooky plot at the center of it all—that really makes DC Superheroes. And, of course, as our tale unfolds, the Joker’s back up to his old hijinks; he crashes the Gotham “Man of the Year” awards, demanding that he should be the recipient. Bruce Wayne, the actual winner, makes a quick costume change into Batman and proceeds to apprehend his longtime nemesis. But Lex Luthor, also in attendance, decides that working with the Joker to possibly help rig his upcoming presidential run could be just what he needs to change his address to 1600 Pennsylvania Avenue. And so, as soon as the Joker lands back in Arkham Asylum, Lex busts him out. A nefarious duo of such epic proportions might be too much for even Batman to handle, so the entire Justice League comes in to lend their support.

More so than any Lego game to date, this one should strike a chord with audiences of all ages. Older Batfans will appreciate several moments that pay homage to Adam West, Michael Keaton, and essentially every actor who’s worn the cape and cowl over the years, while younger players will love being able to break apart and rebuild an entirely interactive Gotham. And with the expanded roster of the Justice League at your command, exploring the same area with different characters can make DC Superheroes seem like a whole new adventure each time—not to mention that you’ll need to switch often if you want to find every secret red or golden block.

The expanded Gotham does provide some navigational problems, though. Although the game includes a map feature—and you can place markers that create a Fable-like trail in the ground comprised of Lego studs—the markers blend too easily into the background and can be confused with those you pick up as currency to unlock characters. And while there’s also a compass in the upper-left corner of your HUD when in the Gotham hub world, it’s difficult to really tell where you want to go, especially when soaring around in the Batwing or taking hairpin turns in the Batmobile—the compass spins around faster than the Flash on a straightaway!

Despite these occasional navigational issues, though, this is still the most complete experience you’re likely to get in a Lego game. Whether it’s taking to the air as Superman, making constructs as the Green Lantern, or just sticking to the main story as the Dark Knight and rocking out in his iconic vehicles, gamers of all ages should be able to appreciate what Lego Batman 2: DC Superheroes brings to the table.

SUMMARY: Easily the best Lego game yet, Lego Batman 2: DC Superheroes’ expansive world, original story, and bevy of unlockables should please fans of all ages.  

  • THE GOOD: Massive world, entertaining original story.
  • THE BAD: Easy to get lost in Lego Gotham.
  • THE UGLY: Aquaman. Aquaman is always the answer to this one.

SCORE: 9.5

Lego Batman 2: DC Superheros is available on Xbox 360, PS3, PC, Wii, DS, 3DS, and PS Vita. Primary version reviewed was for the Xbox 360. 

Brainiac Rises

Originally Published: February 27, 2011, on my StrongProtector account on GiantBomb.com

Growing up, I always dreamed of being a superhero. I wore a blue blanket around my neck as a cape and ran around the house vanquishing invisible enemies with what I perceived as martial arts, but that my parents probably thought might be closer to some kind of interpretive dance (I’ve always been a very uncoordinated individual). So, it makes some sense that the only MMORPGs I ever had any real interest in were the ones that let me make my own superhero.

Great MMORPGs are supposed to be able to suck you in and make you want to keep playing and building up your character and keep influencing the universe you find yourself in (and keep paying the monthly subscription fee), but I got bored with City of Heroes after a while and the same happened with Champions Online.

DC Universe Online was supposed to be different though. Over the four-plus years of development and delays we had to endure, we kept being told how it was going to change the world of MMORPGs, how it was going to be different, and how it was going to appeal more to people like me who weren’t into collecting rat pelts and beating up on smaller foes constantly in order to just level up once in the hopes of advancing past the next mission.

Well, after weeks of near non-stop research, where I sacrificed contact with the outside world, and also with my razor (see picture), I have come to this conclusion: DCU Online is easily the most fun, engrossing, and enjoyable superhero MMORPG I’ve ever played. But after playing it non-stop for a month, I don’t see any reason to extend my subscription beyond the free 30 days the game comes with.

The game opens with Brainiac putting into motion his master plan, his end game that will finally eradicate the heroes and villains who have always stood in his way and that will give him absolute control of the Earth. And he will succeed. Furious over missing the threat right under his nose and letting his obsession with Superman get the best of him, Lex Luthor from the future builds a time machine that allows him to temporarily travel back to the Justice League Watchtower before Brainiac launches his attack. Future Luthor has brought back with him Exobytes, little nanobots that Brainiac used to download the DNA and powers of Earth’s heroes and upload into his robot army for the final push of his conquest. Luthor releases these Exobytes into the atmosphere, thus creating millions of new heroes in the hopes it can change his present and our future as he is ripped back to his own time.

It is here that you can then create your own hero or villain. First, you have to choose a server offered and I normally wouldn’t even mention this, but as a comic book fan, I took a little extra joy in seeing each one named after a classic DC storyline, whether “The Killing Joke”, “Final Crisis”, “Justice” or the many others. Now, if you want to jump right into the action after this, you can choose from one of 15 hero/villain presets, but if you’re like me and want a more personal touch, then you can choose from hundreds of various combinations, with more that you can earn over the course of your playing time.

Either way, you can choose from one of six “mentor” types who will influence your safe house and mission layout. If you choose to be a hero that follows Batman, for example, you’ll face more of his villains like Scarecrow and Bane. On the other side of the coin, if you choose to be a villain that follows the Joker, you’ll face off mostly against the Bat Family.

I created one hero and one villain to start. The hero I made is a tech-ninja who sports a sweet black mage hat named Strong Protector and who is a dedicated brawler. The villain I created is a dual-pistol wielding army reject named Ray Rage. Someone is now going to use this information to probably lay out a psych profile for me. Anyway, I stuck with the more realistic hero powers, but ice, nature, fire, psychic, and dark magic abilities are all at your disposal as well when creating your own personal characters.

The instant appeal of DCU Online doesn’t lie in the fact that you can create your own hero or villain though because it’s been done before. The appeal lies in the fact that you are playing in an established universe with over 70 years of history to it. You’re jumping right into Gotham’s East End to cause havoc with the Joker for the GCPD and stop Huntress from putting pressure on your mob allies or maybe you’d rather jump into Metropolis’ Chinatown with Superman and need to stop the Hive from stealing mystical artifacts.

The concept clearly is enough to get my blood pumping, but how does the game actually stand up once you get into Metropolis, the Watchtower, or various other areas in the DC Universe? The best way to describe it would probably be a mixed bag.

The scope of the world you find yourself fighting in is absolutely massive and obviously being able to support thousands upon thousands of people online at once takes its toll on the aesthetics of the game, but that’s really no excuse for the amount of visual glitches you’ll find in DCUO. Much of the world is very slow loading and there are holes everywhere. Thank goodness there is a warp option in the menu otherwise I’d still be falling through an invisible hole that was in the middle of the Metropolis boardwalk. The graphics do look great though during the story cut scenes or the small comic style vignettes you earn after defeating every hero or villain you face.

The audio is spear-headed by tremendous voice acting from former DC Universe animation veterans like Adam Baldwin and James Marstens (Superman and Lex Luthor from Superman: Doomsday) and of course Kevin Conroy and Mark Hamill (Batman and the Joker from Batman: The Animated Series and countless other DC animation projects), but I was surprised at how generic the music was. It kept sounding like you’d hear the beginnings of Danny Elfman’s Batman theme in Gotham or John Williams’s Superman theme in Metropolis, and then it would just taper off. Would it have been too much to ask to bash heads to the music that many comic book fans have come to associate with their favorite heroes?

Where DC Universe Online really shines is in the simple controls and mechanics. Unlike most other MMORPGs, the action is completely responsive to your button commands like a traditional action-game instead of the random or turn-based styling that is more accustomed to this kind of game. This allows for players to have a much stronger say in what happens in a fight instead of relying on making the right choices when leveling up and hoping for the right digital role of the dice behind the scenes.

The leveling up has also been streamlined compared to most MMORPGs as you only decide on what new powers you can learn or new fighting styles to acquire. Your health, defense, attack power, speed, and other more traditional attributes increase at a fixed pace, which can be augmented via finding various types of gear from fallen foes, with the best goodies obviously being dropped by the super villains you take out.

Also, instead of having to go back and knock out a plethora of weaker enemies as you progress in order to level up, DC Universe Online successfully has eliminated the rat pelt collecting and has you level up at a much more consistent pace no matter what level you may be. You deserve a reward for bringing Doctor Psycho, Giganta, Harley Quinn, or any of the other countless villains in the DCU to justice no matter what your level is so whether you’re Level 5 or Level 25, you’re going up a level if you beat a villain.

The big problem right now with DC Universe Online is that you can actually get through most of everything you can do in the game in the free month that you get with it. Sure, you could stick around to test your mettle against other created characters in the small or large scale PvP Raid and Arena instances or join up in Legends mode and play as your favorite hero and villains in some classic goal oriented multiplayer, but there isn’t enough for you to buy a monthly subscription until the level cap is increased and some new villains and missions are added. Of course, you could just try out other mentors and powers for the main game as well and create a small army of characters if you really fall head over heels for this game.

When all is said and done, DC Universe Online is a solid, but not spectacular MMORPG unless you really love the DC Universe and their characters, like myself. If so, then this game is definitely worth a purchase, just make sure not to start your free 30 days until you know you can get some solid gaming time in, because even the most diehard of DC fans will probably be ready to hang up their cape after a month.

Ratings are based on a scale of 1 to 10 with 10 being the best.

Graphics: 7.0: In it’s defense, you’re going to have a lot of visual glitches in a world the size of what DC Universe is set in. A big knock against it though is this game has been in development for nearly five years when it was finally released so I was pretty ticked when I fell through the middle of Metropolis’ boardwalk for what seemed like forever and I have to SOE out on it.

Audio: 7.0: I loved the voice actors featured in the game and the SFX are something you would expect in any comic book game, but you couldn’t get the rights from Warner Bros. for some licensed music? I want the Danny Elfman theme for a Batman protégé character damnit!

Plot/Plot Development: 10.0: Great original comic book plot that fits perfectly into the DC Universe and just like many of the comics the game is based off of, if done properly, it will never truly end, but continue to evolve along with the game’s community.

Gameplay: 8.0: A bevy of super powers available to you early on and an easy leveling up system that didn’t have you running around collecting rat pelts was a nice change to your standard MMORPG. Despite this, much like the graphics, there were a lot of glitches and slow response times to your command inputs due to lag and it became irritating at times.

Replay Value: 7.0: An engaging and original comic book plot that will always change and evolve is a tremendous concept, but I will never understand the willingness to pay a $15 monthly charge for any video game that costs $60 to begin with. Unless this all you plan on playing for a good long while, you can probably get your entire superhero fix in the free month that comes with the game.

Overall (not an average): 7.5: As much good as there is in this game, there are still a lot of problems that I’m sure will be fixed over time, but as it is now keeps it from being elite and definitely not worth a monthly subscription fee. Find a spot on the calendar when there won’t be a lot of good games coming out, buy this with the free month, and then be done with it until it gets some sweet expansion pack.

The Ultimate Team-Up

Originally Published: October 23, 2009, on 1050ESPN.com (now ESPNNewYork.com)

I had promised this a while ago, but due to unforeseen circumstances, breaking news, and surprise interviews, this review has been pushed back for weeks. Now, finally, without further ado, here is my review of Batman/Superman: Public Enemies.

It is one of the best titles to come out from DC in a long time and it gives a fresh look into the psyches of their two heavy lifters, Batman and Superman. Aptly titled Batman/Superman (or Superman/Batman, not really sure since they use a Superman symbol inside a giant bat), this series, started by comic book veterans Jeph Loeb and Ed McGuinness five years ago, has seen some of the most interesting situations the Dark Knight and Man of Steel have ever been thrown in. From alternative universes to Lex Luthor’s presidency, Batman/Superman never has a dull moment while the limits of the DC Universe’s logic are always pushed to the limits.

Because of the success of this series’ run, DC Animation felt it would be prudent to strike while the iron was hot. Considering that the storyboards were already in place for the most part since this story was to have been done on Cartoon Network before the Justice League series was cancelled, it only needed minor tweaking to turn what would have been a two or three episode arc for the half hour cartoon into a full 67-minute feature.

Thus, we have Batman/Superman: Public Enemies. Following the story arc where Lex Luthor is president and puts a bounty out on the heads of our two favorite heroes, Public Enemies is a testament to DC Animation when they get it right.

This cartoon was the comic come to life. There were some parts cut out like the Superman from Earth-2’s visit, but they were all for the sake of keeping the story crisp and free of clutter. I understand that, but when the movie is only 67 minutes, would 10 more minutes of animated story straight from the comic killed you? The animation style looked just like the drawings from the comic and having veteran voice actors reprise their roles from previous DC cartoons like Kevin Conroy as Batman, Tim Daly as Superman, and Clancy Brown as Lex Luthor made fanboys everywhere jump for joy.

The only real problem I had with the cartoon was that it didn’t depict the motivations of our heroes nor did it say why they interact with each other the way they do like in the comics. Of course, the lack of thought bubbles is a problem when taking something from a comic, but it is such an integral part of the comic that Public Enemies doesn’t feel as deep as it should. With the uniqueness of the relationship between Batman and Superman being a large part of the book, it made the cartoon feel a little empty without being able to properly depict that.

Also, the scene that was added where Luthor makes out with Amanda Waller was grossly unnecessary. With everything else that was cut to keep the story as streamlined as possible, that addition made no sense.

When you consider the awesome special features for the 2-disc special addition (that also comes with a sweet Batman figurine!) including a sit down with Andrea Romano (casting director for DC Animation), Bruce Timm (executive producer), and Kevin Conroy (voice of Batman), and two Adventures of Superman cartoon episodes from the late 90s and the $19.99 price tag seems well worth it.

Minor character development problems aside, this was an awesome movie and the special features make it all the more worth it. Include the great voice acting and animation and this is a must buy for any DC Comics fan.

Batman/Superman: Public Enemies gets a 4 out of 5.

-Ray Carsillo