Author Archives: Joe

Boss Fight Studio Corsair Canard Dead-Eye Duck

img_2906It’s been awhile since we’ve had some new Bucky O’Hare stuff to talk about from Boss Fight Studio, but the wait is over and BFS is setting us up for a nice exit to 2018. Up first, is the variant Corsair Canard Dead-Eye Duck. This action figure is a re-paint of the Series 2 Dead-Eye released earlier this year, but with some added touches to make him more than just a simple re-paint.

If you have not been following along with the releases put out by BFS, then let me fill you in with one word:  fantastic. Boss Fight Studio has released three original sculpts so far and they’ve been among the best action figures released in the past year and Dead-Eye is arguably the best. The four-armed duck is a really fun character to bring to plastic. He’s a wise-cracking gunslinger and his personality shines through in the sculpt by BFS. I absolutely loved that first release, but this one is even better. His joints are all tight, but easy to work with. His interchangeable bills are easy to swap in and out and so are his hands (which are the same as the ones included in the first version). That was my one complaint with the first Dead-Eye, stubborn hands, but with this version they’re easy to pull out and re-insert. He also comes with more than double the firearms as before. It’s the same set of four, but doubled with two additional Bucky-styled guns included for good measure. Do we need all of these guns? No, but I’m happy to have them.

img_2904Structurally, this version of Dead-Eye is superior to the first one, at least when comparing the two figures I have. Maybe my original Dead-Eye was a bit harder to work with than most, and maybe by variant is better. What determines which version you prefer though will likely come down to the color scheme. I am partial to the original, as I pretty much always have been when it comes to variants and costume changes. That doesn’t mean I don’t like what BFS did with this one. This version of Dead-Eye is supposed to represent his appearance before the comic and animated series timeline began when he was a pirate with the Corsair Canards. It’s a part of the character’s life that has never been examined. Had the comic or series been more successful then maybe it would have been, but for this figure it’s essentially “made up. It’s my understanding that creator Larry Hama had input on this color scheme, so I suppose it’s canon, if that’s important to you. Since this is the same figure, the actual costume is the same, just colored differently. Instead of an orange and red scheme, he has a purple and neon green color scheme. It’s definitely loud and outlandish, but has such a 90s vibe to it that I can’t help but be charmed by it.

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The figure comes packed in an easily removable blister that fits snug inside the lunch box. I miss the card stock, but this is pretty slick.

Making this variant a little more special than the variants we’ve seen before is the packaging. For this one, Boss Fight Studio decided to package the character in a tin lunchbox with Bucky O’Hare artwork all around. It’s basically stock promotional artwork that you’ve probably seen before, most notably on the cover of the NES video game. It’s bright and detailed and looks great. There are no dents or imperfections anywhere on my set, which I acquired through Big Bad Toy Store which had an exclusive pre-order window for the item (you can now buy it there and direct from Boss Fight). A nice touch on the lunch box that I enjoy are the character portraits that wrap around it. Most look like they were probably the portraits that were going to be used on the cards for the Wave 2 Hasbro figures that were cancelled before release. Will these characters get a second chance at life through Boss Fight? Only time will tell.

Because of the special packaging, this version of Dead-Eye will cost a few more bucks than a regular release figure. Big Bad Toy Store sells him for $42.99 where he’s currently in stock and BFS sells him for the same. I think he’s a superb figure, but I understand if some people aren’t interested in a lunch box or neon variant. If you’re holding out for a truly new figure, well then I have good news as the Toad Storm Trooper is nearing release. No word on when that figure will start shipping, but I think it’s reasonable to expect him to make it out before the end of the year. And when that figure does arrive, you can expect a review here. For now, I will busy myself with my radical pirate duck figure.


Batman: The Animated Series Blu-ray Collection

img_2915Batman: The Animated Series premiered back in 1992 when home media wasn’t really that big of a business for television properties. Sure, a handful of episodes would make it to VHS and some shows that had a small episode count would have a full season available (like X-Men and the first season of Teenage Mutant Ninja Turtles), but that was basically it. It was such an after-thought that some shows have been lost since studios didn’t see a reason to even preserve them, especially some one-off broadcasts. That all changed though with DVD. The new medium could store way more information than a VHS tape could and it was even cheaper to manufacture and distribute. Suddenly, collecting movies became far more mainstream because acquiring them was so easy and watching them had become far more convenient. Naturally, this lead to television shows getting the full season treatment and Batman was no exception.

Released first in 2004, the first volume of Batman was followed in 2005 by three additional volumes to complete the show’s entire Fox run plus The New Batman Adventures. These volumes contained what fans wanted:  all of the episodes in production order at an affordable price. And for a long time, fans were happy. Then came the HD era and suddenly studios were re-releasing all of their movies and shows on high-definition Blu-ray (and for a short time, HD DVD). A lot of people were willing to re-purchase their favorite movies and TV shows if it meant having them in HD, though it definitely seemed like the appetite on the TV side was a touch weaker. Many studios did not bother re-releasing their shows, but some did. As technology has advanced, many people are now moving away from physical media. With almost every movie and show available on some streaming service, there’s less appetite for physical things that can break and take up space.

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A lot of stuff.

Because of this seismic shift in media consumption, I never expected Batman to get a Blu-ray update. Mask of the Phantasm was some-what quietly reissued on Blu-ray last year and I thought that might be it. Of course, in my mind I was hoping Warner Bros. would reconsider and during the show’s 25th anniversary panel at last year’s New York Comic Con just over a year ago it was announced that the entire series would be coming to Blu-ray in 2018. Originally, it was supposed to be here in time for the 26th anniversary, but it got pushed back until October 30th, a rather minimal inconvenience considering this has been something fans have wanted for about a decade now.

You may be looking at the time-stamp on this post and wondering why I’m getting to it now and not during the release week. Well, for one I’m not a professional reviewer so I have to pay for my media and I don’t get advanced copies for review. You probably could have guessed that, though. Really though, I would have had a review up earlier if it weren’t for Amazon. Amazon was the lone place to pre-order this Blu-ray set and the online retailer had 69,048 to distribute. A regular retail version is coming, but this version had some special packaging including individually numbering each set, additional artwork, and three mini Funko Pop figures of Batman, Harley Quinn, and The Joker. It retailed for $110 to start, but gradually dropped down to about $87. It also sold-out, and Amazon upped the order to accommodate more purchases.

Now, if you’re Amazon and you secure the right to sell a so-called Deluxe Limited Edition of something and market it as a collectible, don’t you think you would take care to protect that investment? My package arrived on Tuesday the 30th, street date, in a simple padded envelope. It was beat to Hell with every corner dented and the top flap crushed to form a point in the middle of it. I’m not a stickler for packaging, but if I’m paying for a special edition of something that cost close to 100 bucks I want that thing to look nice. Why wouldn’t Amazon package this in a box with some protection? I went online and found out I wasn’t alone as many people complained of the same. I immediately requested an exchange that night, and the next morning I spoke with a rep via their live chat about my concerns with the packaging and was told my feedback was valued and passed onto the department handling my exchange, and so on.

That replacement arrived on Thursday packaged exactly the same way. This time the envelope was even partially opened, and while the contents were less damaged than before, every corner was still badly dented. The outside box is rather thin cardstock, like a DVD/Blu-ray slip cast, so it really doesn’t take much to damage or crease it. Rather than request the exchange through conventional means, I decided to speak with someone so that they could input the exchange and hopefully do something about the packaging. Again, in checking fan communities I was not alone as others received replacements that day in the same fashion. I first spoke to someone via the live chat again, and they actually referred me this time to the US phone number so I called that and spoke with another rep. She requested the exchange with a note about the packaging while also starting the return process for the second unit (I actually still have to send them back, at a cost to Amazon, though I did need to provide my own box for each one as it was recommended trying to send both in one would cause Amazon to lose track and thus bill me for an unreturned item) with the item set to arrive on Saturday. And it came, this time in a box, but with no additional packaging to protect it. One corner still got crunched pretty well, but Amazon successfully exhausted me into submission, so version 3 didn’t go back, but it’s hardly pristine.

img_2909The whole fiasco with Amazon has really been unfortunate because it’s marred what is otherwise a pretty nice release. The discs are housed in a nice book and the notes and artwork all look great. I don’t much care about the mini figures, but I suppose they’re nice. There’s a new featurette, though most of the bonus content is carried over from the DVD releases. There are a total of 12 commentaries which are also from the DVD releases so it’s disappointing new ones weren’t done. As a bonus though, both films from the original series are included: Mask of the Phantasm and Batman & Mr. Freeze – SubZero. For the sake of completion, I wish they had included Mystery of The Batwoman, but it’s not a great loss.

Bells and whistles are great and really help to make a release feel special and important, but ultimately this set is to be judged on its transfer. I was a bit let-down with the transfer on Mask of the Phantasm last year, so I was a bit guarded as the release of this approached. I have spent, as you probably have noticed, a lot of time with this show over the past year so I perhaps more than most was ready for a new transfer. Those DVDs are fine, but there is a grainy texture to a lot of the episodes. Some may find that charming, and a little grain does help to enhance that noir feel the show is going for, but a lot of it also just looks like something broadcast in standard definition being marred when converted to digital. It’s less a grain, and more a fog that’s present. I’m happy to say though that these new transfers really impress. They’re rich in color and it looks like the finished animation cel is being place right on the screen. The impact is the most dramatic with the first two seasons of the show, the Fox Kids run, as that image was more complex. There was more texture to the backgrounds and stronger lighting effects that makes this set feel like a whole new show.

img_2914There are at least two drawbacks I’ve noticed when watching this set. I obviously haven’t had time to watch the whole thing, though I do intend to, but I picked out select episodes from each season to get a feel for the set. The first episode I watched was “Beware the Gray Ghost.” It felt rather appropriate given the episode’s subject matter in relation to myself. That episode looks really awesome in HD given all of the explosions and dynamic actions of the characters and vehicles. The one thing that did standout as a negative though is the mouth flaps. The animation for them was never a strong suit for the show, with less attention paid to actually making it look like the characters were mouthing the words they were supposed to be speaking. It’s really apparent with The Joker, who almost always has those yellow teeth exposed smashing together with every sentence. This shortcoming is just more noticeable in HD, and in this episode in particular it was really distracting with the video store clerk who has a straw in his mouth for much of his scenes. There’s also the more vibrant coloring of the blue accents on Batman’s costume. They’re quite bright now, similar to how Batman looks in promo materials for this show, and it might be a touch too much, but it’s not killer or anything.

img_2912Aside from that though, I have little to complain about regarding the look of the series. The episodes are presented as seasons of the show, with the The New Batman Adventures now just referred to as season 3 of the show. For those episodes the intro has been removed and replaced with the season one intro. I never cared for the intro for that show so it doesn’t bother me they swapped it out, but that might irritate some out there. That third season also looks good in HD, it’s just not as dramatic an improvement compared with the first two seasons. The character designs were simpler and the lighting effects toned down. It’s mostly a series of flat colors so everything just looks richer and smoother. I have not watched it, but I assume the disc for Mask of the Phantasm is identical to the stand-alone release. The SubZero disc is new, and it includes all three episodes featuring Mr. Freeze as a bonus feature, plus the episode from Batman Beyond featuring the character, so you’re getting an extra episode. I did watch SubZero and can say the transfer looks better than the Mask of the Phantasm one, though the included episodes are presented in standard definition, so no preview of what Batman Beyond would look like in HD. The new feature on the series is on its own disc and it’s a solid retrospective on the series. It didn’t need its own disc, but it was probably easier to do than tacking it onto the end of another disc. There’s also a little feature on the creation of Harley Quinn included, which is too brief to merit even a single watch.

img_2913I do have one other nit to pick and it’s in regards to the packaging. The book that houses all of the discs looks great. It has artwork featuring the main villains and Batman throughout it, though one page has what looks like Joker from The New Adventures but colored to resemble the season one and two Joker, which is kind of ugly. Not a big deal though. What is more concerning is the stubborn nature of the sleeves that house the discs. Getting them out is nearly impossible without forcibly gripping the disc between a thumb and forefinger to yank it out. Some are more stubborn than others. I fear this is a set that if watched frequently would gradually damage the discs, so while the packing looks pretty great, it’s not quite so functional. There is a digital copy of the entire set included, so I suppose those concerned about damaging the discs could opt to watch it digitally instead, preserving the hard copies as a backup. I have not downloaded the files though so I don’t know how they work precisely. If they can be integrated with something like Amazon Prime that would make them available on multiple devices that would obviously be a plus.

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The first page.

Frustrations aside with acquiring a decent version of the item, I would say this is a pretty worthwhile set to own for fans of the series. If you already own the DVDs, as I do, it’s still worth the investment since the transfer is handled so well. In a world where physical media is dying, it’s also a plus that it looks nice on a shelf so if you have to have it at least it looks good. Naturally, if you’re a fan of the show, but never owned it before, then this makes it an even easier decision. If you’re opposed to physical media then you can hold out for a streaming option, but in the interim you’d be missing out. The inclusion of the two movies helps to push this one over the top for me, and I’m glad it’s a near complete release of every animation project associated with the franchise. I suppose those who were really invested in the Kids WB era will wish it included the cross-over episodes with Superman and Mystery of The Batwoman, but I didn’t need those. I do wonder what this means for the Superman cartoon as well as Batman Beyond. I never got into Superman, but I own all of Batman Beyond on DVD. Given how well The New Batman Adventures held up on transfer to DVD, I probably won’t be that interested in a Batman Beyond Blu-ray, but I reserve the right to change my mind down the road. For now, this is pretty much exactly what I wanted and I’m happy to have what is probably the greatest action cartoon ever created in high-definition.


Batman: The Animated Series – “Shadow of the Bat – Part II”

Shadow-Of-The-Bat-2Episode Number:  58

Original Air Date:  September 14, 1993

Directed by:  Frank Paur

Written by:  Brynne Stephens

First Appearance(s):  None

 

Last episode, the Batman-viewing audience was introduced to a new crime fighter:  Batgirl. I think most viewers saw this one coming from a mile away, but it’s always exciting when a new character is officially introduced. In trying to remember this show as a kid, I do wonder if there was Batgirl artwork and promotional material ahead of her debut. Usually action figure companies have a way of spoiling things like this so it wouldn’t surprise me if Batgirl’s arrival was well-telegraphed. They even saved it for the September period when a lot of new programming is unveiled. Then again, Batgirl didn’t have a great reputation in 1993 since the audience mostly knew her from the 1960s show which DC was trying to distance itself from as much as possible. In the comics, she had already been paralyzed by Joker in the famous Alan Moore story “The Killing Joke” so her star had faded. Still, this was a nice way to bring her back into the spotlight and after seeing what motivated her to dawn the cape and cowl we now get to see how she is at this crime-fighting stuff, while also tackling a number of other loose ends.

robin and alfred

With Batman off playing dress-up, it’s up to Robin and Alfred to figure out their next move.

The episode opens with Batgirl (Melissa Gilbert) staking out the home of Gil Mason (Tim Matheson). Robin (Loren Lester) drops in on her, and not knowing who is behind her, she takes a swing at him. He drops her with a leg sweep and pounces on her rather suggestively and it’s obvious we’re going to be playing some games with Robin and Batgirl. The two are a little combative with each other, but they turn their attention to Mason when he takes a call on his patio. Robin is able to fire a similar device to what Batman used in the previous episode to communicate with Gordon onto Mason’s patio. He’s able to eavesdrop on Mason’s call this way, and shuts Batgirl out. She produces a pair of ordinary binoculars and eavesdrops the more traditional way. Lucky for Robin, Mason repeats aloud the address he’s supposed to head to, and lucky for Batgirl he also writes it down where she can see it. More playful banter ensues as Robin basically tells her to go home, not realizing she was able to spy the address. She, to his surprise, agrees while using a mock child’s voice that is just dripping with sarcasm. Robin doesn’t pick up on it, while Batgirl notes that he’s not the brightest bulb.

robin whoa

Easy there, Boy Wonder!

The two crime fighters head for an old subway station that has seen better days. Batgirl is shown to be a little clumsy as she traverses Gotham, but it’s understandable since she’s new at this. She arrives and finds Robin is already there. While he stealthily takes out some lookouts, Batgirl slips in and finds Mason with a group of men. It’s Two-Face (Richard Moll) and his goons and they want Mason to have a look at our buddy Matches Malone. It would seem Two-Face was only half-genuine in his death threat to Malone as he’s still alive. Mason doesn’t recognize him, and he’s pretty irritated about being dragged down to have a look considering it would seem this Batgirl is onto him. Two-Face lets him know he has nothing to fear, as he’s moving up the timeline and going for Gordon. As Batgirl sneaks in for a closer look, one of the guys Robin tied up is able to trip her and she stumbles into the Boy Wonder. This rouses the gang before Two-Face can finish revealing their full plan, and Malone shouts out a warning to Robin as they open fire.

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She may be new to this, but Batgirl already knows how to cast an imposing image.

As Batgirl and Robin try to avoid getting lit up, Malone rolls onto the subway tracks and underneath the platform. Two-Face, having heard the warning to Robin, correctly guesses that Malone is actually Batman in disguise and unloads his tommy gun on the shadows. Mason implores him to run, and Two-Face apparently agrees as they take off and head for the surface. Mason is understandably worried about Batman uncovering their scheme, but Two-Face is less concerned as he orders his man to bomb the place. Mad Dog, the rat-faced guy from before, deposits a pair of grenades down the stairs which seals off the exit. Not wanting to leave anything to chance, Two-Face also activates some additional explosives with a remote device in his possession.

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Batman pulling a power move.

Underground, Batman and Robin are in no mood to deal with Batgirl. She’s happy to see Robin produce Batman’s costume, as he curtly asks her “Do you mind?” as he begins to get changed. Following that, he basically gives her the tough love speech and orders her to stay out of their way. Batgirl is understandably hurt, but considering she did foul things up she doesn’t have much of a leg to stand on. As Robin and Batman search the tunnels for a way out, a noise Robin initially mistakes for a train turns out to be rushing water. The tunnel quickly fills and Batman is able to jump back onto the platform while Robin gets swept away. A well placed lasso from Batgirl finds its mark, and she and Batman are able to pull Robin to safety, thereby at least partially redeeming her in the process.

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Batman’s first instinct is to treat Batgirl like a child. It’s what he does.

They’re not out of the woods yet though, as the water quickly overtakes everything and pushes them into a new cavern. Batman affixes some plastic explosive to his grapple gun and blasts a hole in the tunnel’s roof. Robin whips out his gun and is able to grapple onto the street above. They send Batgirl up first with instructions on how to send the receiver back down to them. She does as she’s told, but before Batman or Robin can escape the water comes rushing in leaving Batgirl with nothing but the grapple gun in her possession.

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That’s going to be a problem.

Back at police headquarters, Jim Gordon is stewing in his cell complaining about the food while Bullock awkwardly devours a particularly gooey slice of pizza from the other side of the bars. As the two discuss the merits of prison food, a bundle of dynamite appears on Gordon’s windowsill. The two try to duck for cover as the bomb goes off. Two hooded men enter Gordon’s cell and grab him, saying aloud that “Rupert Thorne never forgets who his friends are,” to cover their tracks. Bullock is left to watch helplessly from the hall demanding someone get some keys down there. It also falls to Bullock to deal with the media in the aftermath, a task he’s not well-suited for. As he angrily storms into the jail a cop is handling the phones. He can’t understand what the woman on the other end is saying, suspecting the phone lines have been damaged, but tells her if she wants the story on Gordon’s escape to come down to HQ. On the other end, it’s Batgirl who’s horrified to find out that Two-Face has Gordon.

In the subway, Batman and Robin take shelter in an old subway car as they try to find a way out. Batman decides to disengage the breaks on the old car and let the water take them wherever it wishes. This proves to be a sound plan as it smashes through the wall leading them to relative safety. As the subway car dangles from the newly created hole, Batman is forced to use a handle from the car as makeshift grappling hook since both he and Robin are without their grapple guns. It’s enough to get them to ground level and the two head for the wharf assuming Two-Face has already abducted Gordon.

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Gil has some evil intentions.

Batgirl gets there first and finds Mason, Two-Face, and his men have Gordon in their possession. Mason is preparing to execute Gordon, but first he has to lay it on thick and even mentions making sure Barbara is taken care of. Proving she’s a quick study, Batgirl tosses a couple of Batarangs Robin had given her to disarm some of the men. She then tosses some tear gas their way and is able to extricate Gordon. “Batgirl, I presume,” he says as they duck for cover under heavy fire. As the bad guys bare down, Batman and Robin swoop in to offer their assistance. Robin even slips in a playful “Miss me?” upon seeing she and Gordon. As they deal with Two-Face, Mason is able to slip away via a motorboat and Batgirl gives chase. As for Two-Face, he heads for a marina dubbed the Silver Dollar which has a gigantic version of his coin on the facade. Batman is able to knock it down and on top of Two-Face to incapacitate him, his face almost cartoonishly squashes as it lands on him.

Left alone to deal with Mason, Batgirl pulls herself into the speeding boat as Mason takes aim. His shot misses, but does hit the fuel tank causing a fire to break out. Batgirl climbs aboard and kicks Mason’s gun away. The two wrestle and Mason is able to yank her mask off and is shocked to find the face of Barbara Gordon beneath it. He backs off slightly, allowing Barbara an opening to take him out. She jumps off the boat with Mason’s unconscious body as it smashes into Gotham’s version of the Statue of Liberty.

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Batman and Two-Face are left to duel, I just wish the 60s theme played during this scene.

The scene shifts to a press conference outside Gotham PD HQ the next day. Summer Gleeson (Mari Devon) is there to ask Gordon how it feels to be a free man, while he notes that Mason is in a coma, but has been indicted for his crimes. Bruce Wayne and Dick Grayson are on the steps behind Gordon for some reason, along with Barbara. Gleeson asks Gordon what he thinks of the mysterious Batgirl and he says she’s as welcomed in Gotham as Batman and Robin. Dick asks Bruce a similar question about if he thinks they’ll see her again. He seems to look Barbara’s way as he playfully says there’s always room for one more and suggests they’ll probably see her again. This prompts Barbara to not so coyly say “I wouldn’t be at all surprised.”

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Batgirl doesn’t need a gun, a well-placed kick will do.

“Shadow of the Bat” is a wrap and it’s a satisfying way to conclude the story begun in Part I. An obviously new to crime-fighting Batgirl demonstrates some growing pains, but also gets to play a role in taking Mason down and exonerating her father. Batman and Robin are understandably hostile towards the presence of a rookie in their midst, especially when she messes things up for them and nearly gets them killed, but they certainly come around rather quickly. Robin is also quite playful throughout and it seems they’re teasing a potential romance for he and Batgirl. They are college students, after all. I also like the ambiguous end. While the setup of all three being in the same place is a bit odd (why would Gordon invite Bruce Wayne and Dick Grayson to the press conference?), it’s understandably necessary to send the message it wants which is to basically let the audience know that Bruce and Dick aren’t so stupid as to not know who Batgirl is. Well, at least Bruce might not be as we’ll find out later that Dick is still in the dark (Batgirl did note he’s not too bright). What it doesn’t address is if Jim Gordon is in the dark or not. It’s hard to believe a simple mask would cause him to not recognize his own daughter, but perhaps it’s even harder to believe he would publicly give his blessing for Batgirl to operate in Gotham essentially putting his daughter in harm’s way. That’s all stuff for future episodes to deal with, though.

Dong Yang handled the animated for Part II, which is surprising because it’s very uniform with Part I. There’s even a shadowy Batgirl shot that looks similar to one from the first part. Had I not looked at the credits I would have assumed the same animation house did both episodes. It looks quite good though, and I like that Batgirl is differentiated from Batman even further by having a lighter shade of blue for her costume. And I don’t know if it was a deliberate choice, but I also like that Batgirl got ahold of a grapple gun so she should be able to freely use the handy gadget when she reappears eventually. And she will reappear. They also conveniently put Mason into a coma, so for now, Barbara’s identity is safe. His condition will never be followed-up, maybe he has memory loss or something.

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Mason makes an important discovery during his scuffle with Batgirl, but it has no repercussions so apparently it wasn’t very important.

As far as this being a vehicle for Two-Face, I suppose that’s the only spot where it comes up short. They must have wanted a marquee villain for Batgirl’s debut, and Two-Face does fit the bill. It also allowed them to use the Thorne red-herring, and it further makes sense that Two-Face would want to frame him. I suppose they could have just used Thorne, or really anyone, but it does add a little spice to go with one of the show’s standout villains. Unfortunately, his character just doesn’t have any growth and he’s even dispatched rather easily.

Even though I very much enjoyed these two episodes, I still maintain that my preference is for Batman to remain a solo act. As such, it does not disappoint me at all that this is Batgirl’s only appearance in season one. She will return for one episode in season two, but that’s all as far as the original series goes. She, like Robin, will be more of a featured player in The New Batman Adventures, but it may have disappointed some when she didn’t immediately become a more common sight. At least in the case of Batgirl, she brings quality over quantity.


Samhain – The Ultimate Song Ranking

samhain headerIt had to happen, no? After ranking all of the songs puts out by the Glenn Danzig-fronted Misfits last Halloween to ranking every song put out by Danzig in celebration of the band’s 30th anniversary, only Samhain remained. The middle child of Glenn Danzig’s bands, Samhain has always been the most overlooked and least appreciated. This is largely due to the band only really existing for about 3 years, barely giving it time to develop its own sound. Predictably, the band sounds like a mash-up of The Misfits and early Danzig as this was basically Glenn Danzig going solo.

As a result of Samhain existing for such a brief period, the volume of songs with the Samhain branding total far fewer than the other two bands. The band had 36 recordings including instrumentals and oddities like “Initium.” Since it’s such a low total relative to the other bands I am forgoing any sort of rules with this ranking. All songs are being ranked individually. The only recordings not considered are the live versions from Samhain’s lone live album. This means I am including covers (most of which are Glenn Danzig covering himself anyway), and there’s even two versions of one song. All of the Samhain releases are long out of print, but I’m sure there are other means of hearing these songs if you don’t want to pay after-market rates. So let’s get down to it and celebrate the festival of Samhain by ranking the works of Samhain:

36. Misery Tomb (Unholy Passion) – Let’s start with the dubious one, the worst Samhain track. This one comes with an asterisk as it’s not really a song and more a collection of noises. Not on the original release of Unholy Passion, “Misery Tomb” is just the vocal wails and effects from that EP’s closing track “I Am Misery” isolated all by itself. It would have made more sense as a CD hidden track which is usually the realm for oddities such as this, but instead it was stuck among the regular songs.

35. Unbridled (November-Coming-Fire) – Given what I said about the first entry, “Unbridled” can be considered my true pick for worst Samhain song. Most of that is due to the terrible production on the track. The vocals are buried in the mix and the sound is so low it sounds way out of place among the better mastered tracks. The music accompanying it does have a playful malevolence to it that is kind of interesting, but the limitations of the band keep it from progressing into anything worthwhile making this track feel incomplete.

initium

Initium was the band’s debut album, and some would say its best.

34. Initium (Initium) – Most of what I said about “Misery Tomb” applies to “Initium.” The only difference is this one is an intro to the band’s first album, and judged on that merit, it’s effective. As a piece of music, it’s just some wind effects with Glenn speaking over it. The lyrics are pretty campy, but it’s fine for what it is.

33. Birthright (November-Coming-Fire) – “Birthright” is the misstep of side 1 on Samhain III. While the other tracks prioritize melody over intensity, this one mostly forgoes that. Like “Unbridled” the production on the vocals also leaves something to be desired. Perhaps if it had a hook in its chorus it would have worked out better.

32. Night Chill (Final Descent) – The instrumental intro for Samhain’s posthumous LP, Final Descent, feels a bit weak compared with the intro on the prior album, but by itself it’s suitable. As its name implies, it’s more a chilling piece of music and it possesses a spooky vibe, for lack of a better term. In short, it accomplishes what it needs to.

31. Macabre (Initium) – This is a track that is distinct for its lack of melody. The beat is rather mischievous, with that malevolent Samhain guitar tone, but the vocals feel isolated. It’s just Glenn screaming nonsense. The imagery is violent, and the song basically has no hooks, but one gets the impression that it’s not supposed to. Raw and intense, you probably either like that about it or you don’t.

30. Lords of the Left Hand (Final Descent) – This one sounds more like a Danzig song. It’s a slow tempo number with an apocalyptic vibe. It could have been snuck onto the first Danzig record without feeling too out of place. This is the original version, and it’s a song I’ve never had particularly strong feelings for. If Final Descent were a true full-length LP this would have been fine as filler, but when forced to stand out it feels a bit lacking.

samhain band

There’s not a lot of Samhain band shots out there, since the band existed for such a short time.

29. Kiss of Steel (November-Coming-Fire) – Bizarre given the subject matter, “Kiss of Steel” is that old school up-tempo punk song with the Samhain bells and whistles. It’s a song about car wrecks, so it’s violent and fits in with the rest of the album given that aspect, though it still seems like a mundane subject for Samhain. It’s brief and relentless though and does possess plenty of hooks.

28. Trouble (Final Descent) – Glenn Danzig and the band’s first attempt at an Elvis cover, this one was originally released on the version of Final Descent included with the Samhain Box Set. It’s similar to what the band Danzig would record, but with less polish. The vocal track sounds like it was done in one take which gives it a raw authenticity. There’s swagger here, perhaps more so than the Danzig version. It’s pretty cool to hear, and even though it lacks some of that Samhain goth vibe, it mostly sounds like what you would expect given what the Danzig version turned out like.

27. Moribund (Unholy Passion) – If you missed the goth texture on the previous song, then you’ll be pleased to know it’s captured here. “Moribund” is sort of Samhain by the numbers. It’s got a bit of a punk thing going on, there’s some added keyboard effects, and it’s fairly catchy. It’s just a little boring compared to the better songs that follow this mold and it’s probably harmed by the fact that its chorus is just the song’s title repeated over and over.

26. Lords of the Left Hand (2nd Version) (Final Descent) – Released with the Samhain Box Set, this version of “Lords of the Left Hand” is much faster. While the original is more methodical, this one is relentless and I think it suits the song’s subject matter better as a result. As a song not deemed worthy of release initially, there is an unfinished vibe to it, but the rawness of the recording is kind of charming as well.

final descent

Final Descent was the 1990 posthumous album from Samhain. It was the only Samhain album to not receive a vinyl release.

25. The Birthing (Final Descent) – Kind of a paradox, as a song called “The Birthing” is essentially all about “The End.” This one has a fun and unique song structure that makes it stand out. Glenn gives a great vocal performance, proving that he’s learned a thing or two since disbanding Samhain, making this one sound a bit more like a Danzig song as opposed to a Samhain one.

24. Death…In Its Arms (Final Descent) – A slow tempo jam kind-of song. It’s another Final Descent track that sounds more like an idea than a realized song. It also sounds halfway between Samhain and Danzig. What is here though is fine, and there’s a groove to this one that helps it stand out. There’s a vocal melody utilized by Glenn here that’s also unique to this song. In short, it doesn’t sound like anything that came before it, or since.

23. Human Pony Girl (November-Coming-Fire) – According to former bassist Eerie Von, when Glenn embarked on writing for Samhain he deliberately wanted to bring in more sexual themes to his lyrics. He had some growing pains and some of the stuff sounds forced or corny, but come Samhain III he seemed more confident. “Human Pony Girl” is one such song and if you like songs about Glenn bare-backing some woman then this one is for you. It’s kind of menacing, and Glenn’s delivery hints at violence without overtly stating anything truly violent. It’s a bit odd as a closer for the album, but I’ve met some female fans who really dig this one.

samhain metallica

The boys of Metallica were fans of the band. James Hetfield would end up singing on the Danzig version of “Possession.”

22. Possession (Final Descent) – Another early version of a song that would appear on the first Danzig record, “Possession” is a rough, slightly faster, version of what ended up being released. It’s not unlike “Twist of Cain” in that regard, which is still to come on our list. The lo-fi recording gives the song a gritty quality that I think suits it rather well though I still prefer the Danzig version.

21. He-Who-Can-Not-Be-Named (Initium) – Like “Moribund,” this is another Samhain by the numbers kind of track. It adds this “whoa” track that would probably sound rather funny if isolated from the song, but works with it and gives the song its own flair. It’s a catchy track and Glenn’s vocal delivery rises in intensity throughout the song giving it a satisfying climax. While “Moribund” felt like perfectly fine filler, this one is elevated above that rank.

20. Halloween II (November-Coming-Fire) – Our first Samhain version of a Misfits song. Samhain was actually pretty adept at taking what was old and making it better. “Halloween II” from The Misfits was a moody kind of track, more of a gimmick than true song, but Samhain adds more guitar and a new groove that really pulls everything together. Glenn went for more of a chant quality with the original recording, but here there’s a distinct vocal melody and he practically shouts the verse at the listener. It gives the song a new dimension, a new intensity, and ultimately makes this my preferred version of the song.

19. Diabolos ’88 (November-Coming-Fire) – Samhain’s best instrumental song, “Diablos ’88” is the lead-off track to Samhain III and it’s really punky and fun. It has a lot of Samhain’s trademarked added texture effects with chimes and chants. It’s very up-tempo and probably could have worked as a song with lyrics if Glenn had so desired, but even as an instrumental, it’s pretty damn great.

18. Twist of Cain (Final Descent) – The other soon-to-be Danzig track included on the Final Descent re-issue, “Twist of Cain” has the impossible task of living up to one of Danzig’s most classic tunes. Naturally, it can’t match that band’s rendition, but it is pretty cool to hear in this unrefined, raw, form. Glenn practically growls the chorus and sounds more menacing here than he will with Danzig. All these years later, it would be kind of cool to see if the band could pull-off a similar live version of this song after years of playing it the Danzig way as I think this version would work really well in that setting.

17. The Shift (Initium) – “The Shift” is a slow, brooding, track that’s over before it can really get going, but what it does accomplish in its brief run time is pretty cool. Like a lot of the songs from this album “The Shift” feels like a horror film made song. It’s overshadowed a bit by the songs that follow it on Initium, but shouldn’t be overlooked because of that.

unholy passion

The Unholy Passion EP was the band’s second release. Start to finish, it might be the band’s tightest release.

16. The Hungry End (Unholy Passion) – This one kicks off with an unsettling, frantic, yet simple, guitar riff. As Glenn comes into the picture he’s screaming about a baby in a meat slicer, his voice straining above the piercing sounds of the guitar. There’s a rawness to the vocal delivery, as if it was done in a single take, and the song relents when it gets to a fairly melodious and tastefully delivered chorus. It’s a really neat, and unique, song amongst the Samhain catalog and it really drives home how, even though the band wasn’t really much more talented than The Misfits, Glenn was better at utilizing what this band could do to craft its songs.

15. Black Dream (Initium) – “Black Dream” is a fairly no-frills punk track, an early example of Glenn Danzig trying to incorporate some sex into his lyrics. It doesn’t quite reach the mark in that regard, but what is here is a very catchy punk song that could have come from The Misfits had Glenn chosen to do so. The only thing that makes it sound like a Samhain song is the minimal use of keys to accentuate some of the bass during the chorus.

14. November’s Fire (November-Coming-Fire) – Raise your hand if you sometimes forget this song is called “November’s Fire” and not “November-Coming-Fire” like the album and chorus would lead you to believe. I know I do. It’s obviously not important, and I think it’s still safe to consider this the title track of Samhain III despite the slight difference in naming. This one follows “Halloween II” on the album and logically seems to be about the festival of Samhain as it references fires and the month of November. It’s catchy, with a fun guitar hook. The chorus has a gallop quality to it in the drumming which is pretty unique for Glenn Danzig songs. It can safely be considered one of the band’s signature songs.

13. Horror Biz (Initium) – A new take on The Misfits classic “Horror Business.” This one emphasizes the drumming of Steve Zing and utilizes a more deliberate vocal melody while somewhat downplaying the guitar in comparison with the original. The slightly improved production makes Glenn’s lyrics easier to decipher, including the final line of the song which is mostly unintelligible in the Misfits version. It’s also slightly slower, sacrificing some of that speed and intensity for a more refined groove. Unlike “Halloween II,” I don’t prefer this version to the original, but I do appreciate it. There’s room for two and that chorus will never not be fun to sing along to.

samhain iii

I’ve encountered many fans who consider Samhain’s third release, and last while together, the band’s best.

12. Mother of Mercy (November-Coming-Fire) – This one is perhaps the most famous Samhain song due to its inclusion in the Metallica version of Guitar Hero. It’s obviously a favorite of Hetfield’s and with good reason. It seems to be about giving one’s self up to an older dominatrix, or at least submitting to an older woman. It almost doesn’t matter, as like any good Misfits/Samhain song it really leans into some nice, catchy, hooks that render the song’s subject matter practically moot. This one was apparently also a favorite of Glenn’s as Danzig would keep it in its set list for a few years after Samhain’s demise. It’s not a particularly fast or slow song, but there’s something undeniably fun about that chorus, “We all want our time in Hell.”

11. All Murder, All Guts, All Fun (Initium) – This is another Samhain song that could have easily been a Misfits recording. It’s very punk in nature, uptempo, catchy, and the lyrics are deliberately offensive in order to garner attention (presumably). It’s also graphic, like a lot of Misfits stuff. To make it feel like Samhain has moved beyond The Misfits though there’s a bridge that would be atypical for a Misfits cut. And even though the song slows down for that bridge it still manages to remain catchy, in particular the “Do-you-do-you ree-ah-lize…” conjuring visions of the 50s in some respect. It’s a fun, juvenile, song though that’s rightfully played at every Samhain show.

10. I Am Misery (Unholy Passion) – Perhaps Samhain’s most ambitious song, this one gives up some of the catchy aspects of Samhain’s best, but incorporates perhaps Glenn’s best lyrics. The voice of the song is misery personified, and it’s rather effectual. It moves between being uptempo and mid and there’s plenty of layering and textures added. A great way to kick off Samhain’s Top 10.

9. Samhain (Initium) – The band’s title track, and the only Glenn Danzig band to have such a thing. It’s a great way to introduce the listener to what Samhain is all about. The lyrics are clearly inspired by the actual holiday. It’s very brief, but it works so well. It’s got enough attitude and atmosphere to make it sounds kind of dangerous. It feels minimalist, but it’s so catchy. And when it ends it leaves you wanting more which is the mark of a good song. ‘Tis the night to laugh at Death, indeed.

8. All Hell (Unholy Passion) – The last of The Misfits covers, “All Hell” is a new version of “All Hell Breaks Loose” and it basically kicks ass. Gun to my head, I probably would take this over The Misfits version, but I love both. Like “Horror Biz,” the drums are really emphasized here and the vocal melody is altered for a more deliberate delivery. The way the song is structured really suits this style and adds to the rising intensity the song tries to build up to. The better production also doesn’t hurt in separating it from its predecessor.

final descent CD

Early versions of Final Descent contained the Unholy Passion EP tacked-on the round things out. It wasn’t until the E-Magine reissue that the early Danzig demos were added.

7. Unholy Passion (Unholy Passion) – If someone asks me what Samhain sounds like relative to Glenn Danzig’s more popular bands, this is a song I would point them towards. It’s a mid-tempo track that starts off with a simple bass line and then gradually layers upon that before breaking into the full song. It has all of the atmosphere it needs which is why the EP from which its taken doesn’t need an instrumental lead-in, this accomplishes that task while also delivering a full-fledged and terrific song. There’s a distance in the vocals that adds a haunting quality to the song, and also covers up some goofy lyrics. And as the song states repeatedly; it’s unholy.

6. To Walk the Night (November-Coming-Fire) – This might be Samhain’s slowest song. I’ve never actually measured it, but it’s the closest to a traditional ballad the band recorded. It possesses a somber tone with an understated, but effective, vocal performance from Glenn Danzig. It’s easy listening, which makes it stand out. It’s a personal favorite of mine.

5. Descent (Final Descent) – Final Descent was basically an encore for Samhain. It’s not a bad release either, though I do rank it behind the other three Samhain releases. The songs are worth hearing, but the only one that ever struck me as special is “Descent.” It likely benefits from being recorded essentially by the band Danzig and it contains the best production of any Samhain track. Danzig’s vocals are awesome and intense, and I wish this song received more love from the band during the various reunions that have taken place over the years.

4. The Howl (Initium) – Another moody little horror cut, “The Howl” is a fan-favorite song. I love Glenn’s vocal performance, and the slow gallop of the drums thumps along driving the tempo. It’s a fun horror story, that probably predictable given the song’s title, turns into a series of howls to close it out. Seeing the band perform this one live covered in blood is about as “Samhain” as it gets.

3. In My Grip (November-Coming-Fire) – A power fantasy made song, Glenn Danzig has always had the ability to take what looks corny on paper and turn into something convincing in song. The nature of this song makes for an easy comparison to the Danzig song “Left Hand Black” since it contains similar themes. I love the uneasiness the verse’s guitar creates which leads to the explosive chorus. A great way to kick-off what many feel is the band’s best album.

danzig blood

Glenn Danzig’s affection for Samhain has led to multiple reunions over the years where he once again covers himself in blood to perform.

2. Let the Day Being (November-Coming-Fire) – The companion track to “To Walk the Night,” which leads into this one on the album. “Let the Day Begin” is the polar opposite – uptempo, catchy, and a whole lot of fun. A reckoning is falling upon the world ushering in a new age with fire and fury that will spare no one. It’s uncompromising in its lyrics, which if perhaps given a higher profile would prove controversial, but since this is Samhain it gets to fly under the radar. The song is anchored by its chorus which is perhaps the catchiest one produced by Samhain. Just go and try to get it out of your head.

And the winner is…

Archangel (Initium) – The signature Samhain song, the best of the best. I wrestled with what should be number one since I primarily consider Samhain a punk band and punk bands tend to write fast songs. “Archangel” is not fast, and it’s the band’s longest song at that. Nothing else in the band’s catalogue really sounds like it, but it’s arguably the band’s most complete song. It’s a song that could not have been recorded by The Misfits, and likely wouldn’t sound like this if Danzig had recorded it too. It’s distinctly Samhain. It has an extra bass track that would necessitate Glenn to pick-up an axe himself for live performances, something he rarely ever does. The production is just lo-fi enough to give it a haunting quality and Glenn deftly maneuvers his voice through the song knowing when to croon and when to howl. The song is paced well and the outro it possesses is just another way it separates itself from the rest of the band’s catalogue. It’s a natural show closer, and ultimately my pick for Samhain’s best song.

 

There you have it, all of the Samhain songs ranked. It wasn’t the endeavor that ranking the Danzig songs was, but it was a lot of fun revisiting these songs I’ve listened to so many times during the course of my life. I hope your Happy Halloween has led into a Scintillating Samhain. And just because the holiday has passed doesn’t mean you can’t still listen to Samhain. As far as I’m concerned, it’s always in season.


Ranking the Games of the PlayStation Classic

psx classic gamesWhen the PlayStation Classic was announced a few months ago it was only revealed what 5 of the included 20 games were going to be. It was odd, but considering most places pre-sold out I suppose it didn’t matter. When Nintendo had success with the NES Classic Edition, it meant we were in for more of these devices. Myself and many others tried to predict what would be included on a potential SNES Classic and most people probably came pretty close to nailing the final line-up. Nintendo is heavy with first-party titles and its brand is forever connected with the likes of Mario and Link. With Sony, that first-party recognition isn’t there. During the height of the original PlayStation, Crash Bandicoot was positioned as the company’s mascot, but he wasn’t even owned by Sony. His games were just published by Sony, but the character would eventually come to be owned by Activision. Still, it seemed inconceivable that Sony would pass over Crash, and yet they did! He will not be appearing on the PlayStation Classic as Sony has finally unveiled the remaining 15. I knew predicting the line-up would be more difficult than doing so with the SNES Classic, but apparently I didn’t realize just how hard it would be as I went a putrid 1 for 15 with my predictions.

I suppose if I wanted to give myself bonus points I could dampen that showing by saying I at least hit on two additional franchises. And two of my requested titles (Intelligent Qube and Super Puzzle Fighter II Turbo) actually made it, even though I thought it would be a long shot to see them included. There’s no hiding from it though, I whiffed big time and I’ll own that. The actual line-up has likely surprised many and it has some nice surprises and some not-so-nice surprises. It’s a weird line-up, and since the PSX era did have some weird games I suppose that’s appropriate. There are three puzzle games among the 20, no 2D fighters, and only one title each from Konami, and Square-Enix. That means no Mega Man, Lara Croft, or Alucard. Were publishers not willing to “play ball” with Sony and its machine? Or was Sony just not willing to pay more for bigger titles? The Japanese version does have some different titles, including Parasite Eve and SaGa Frontier, but the Japanese market is a lot smaller than the North American one so maybe Sony is trying to maximize profits outside of Japan and is less concerned about the home country.

alucard

There are a lot of contenders for biggest snub, but Alucard might be the biggest.

This is not an optimal line-up of games, but does that make it bad? Lets suss it out and rank these titles starting with the least appetizing:

20. Battle Arena Toshinden – A decent looking launch title, it was quickly overwhelmed by Namco’s Tekken franchise. Most people forget about this franchise, and with good reason. It’s not a good game, and it’s odd to use this one instead of the better sequel, but even that game isn’t great.

destruction derby

Excited to revisit this one?

19. Destruction Derby – This game was a one-trick pony when it was released in the launch window of the PlayStation. It was cool to see cars explode and get smashed-up and it was sort-of perversely fun inflicting damage on other vehicles, but it was all empty calories. No one should be playing this game in 2018.

18. Tom Clancy’s Rainbow Six – This was one of the most heavily marketed games of its era. I probably saw more commercials for Rainbow Six than I did Final Fantasy VII. It’s okay, but the PSX port was pretty abysmal. Anyone playing Rainbow Six in 1998 probably shouldn’t have been playing it on PSX. Electronic Gaming Monthly even awarded it a dubious 3.8/10.

17. Jumping Flash! – We knew this one was included, and I even argued it had a place given it was a launch title and was just so very “of the era.” That doesn’t mean it’s particularly good and by today’s standards it’s quite ugly. Unlike the games listed before it though, it has a certain curiosity factor going for it that will make it worth a look when the PS Classic drops, but it might not be a game you actually stick with.

16. Cool Boarders 2 – If you like snowboarding and “extreme” sports games, then you’ll probably have this one ranked higher. It’s all right, but most people will probably wonder why it’s here and not Tony Hawk’s Pro Skater (it’s the licensing, folks).

twisted metal 1

I probably logged over 100 hours with this game, but I’ve never wanted to replay it after Twisted Metal 2 came out.

15. Twisted Metal – I loved this franchise on PlayStation, well the first two games at least. The first one though has not aged well at all, and even in the moment, I knew I was playing a junky game, but it had a certain fun factor. The sequel though is way better and actually still playable. I considered it the most obvious lock for the mini console even ahead of Metal Gear Solid so the fact that this game is included but the sequel is not blows my mind.

14. Oddworld:  Abe’s Odyssey – I said the PS Classic has three puzzle games, but you could make the case Oddworld is more of a puzzle game than a true platformer. This game was hyped a bunch as being a game that gave the player numerous ways to solve a problem, but it didn’t really play out that way. It was interesting, but hardly great. It’s graphical approach should hold up well enough though.

13. Wild Arms – One of the previously announced titles, I gave my speech on it already. It’s serviceable, and its simple JRPG mechanics mean it will always remain playable. It’s just a bit crazy to think that this machine has only three RPGs when the PSX was an RPG behemoth, and Wild Arms is one of the three.

12. Grand Theft Auto – GTA was a surprise hit for the PC when it was released, and it was somewhat surprising to see it get a PSX port. It was also the first title I was denied an ability to purchase at a GameStop. Like modern GTA titles, it was arguably at its best when it was just played like a sand box causing mayhem. Unlike modern GTA titles, the actual missions and story isn’t that rewarding and the game was really difficult. It was at least a little easier to handle on the PSX than with a keyboard. It should still be fun to screw around with, but might not have much legs with the PS Classic.

Intelligent-Qube

The inclusion of Intelligent Qube is a bit of a surprise. Is it a system-seller? Probably not, but it’s worth a look if you end up getting a PS Classic.

11. Intelligent Qube – This was a surprise inclusion, but a worthwhile one. It’s an interesting puzzle game that’s at least not another brick-falling puzzler. I don’t know how well it’s held up because it’s been many years, but it should be playable and may be a dark horse contender for many folks’ most played title on the Classic.

10. Resident Evil (Director’s Cut) – There’s no denying this title was huge for the PSX, and the Director’s Cut version was superior to the original. It is possibly the worst in the franchise on the PSX though and its controls are not something I look forward to returning to. It took many hours to get a handle on them in 1996 and I’m not sure I still have such skills. Maybe it’s like riding a bike?

9. Syphon Filter – This was basically Sony’s attempt at a first party MGS or Rainbow Six. It was fine for what it was, though I’d prefer a dual shock to play it. It’s going to look ugly, and even Gabe Logan’s running animation looked horrendous in ’99. It might surprise though, and the only reason why I didn’t include it in my prediction was because I didn’t think Sony would release it without dual shock support.

8. Ridge Racer Type 4 – A totally competent racer, but let’s face it, this isn’t the racing game you want. Gran Turismo was the first-party behemoth, but I’m guessing licensing issues made it impossible to include. WipeOut was an alternative racer, but one I’d consider more fun than Ridge Racer. I would have taken Crash Team Racing over this one, honestly, and I’m not sure if I’d even play this more than once on the PS Classic. The racing genre is one that basically improves a lot with better technology, so going back isn’t always fun unless it’s more of an off-beat title. I suspect this still plays well enough though, which is why I’m ranking it this high.

persona

I’m happy to see the original Persona included in this collection, but it’s also not a hard to find game so I wish something like Valkyrie Profile was included instead.

7. Revelations:  Persona – The first game in what is now known simply as the Persona series is the biggest surprise inclusion on the PS Classic. This was not a popular game when it was released, and Persona still has more of a cult franchise vibe than a mainstream one. The first game is not as good as more recent entries with the series really blossoming with Persona 3. It is still playable though, and it’s more strategy-oriented battle system differentiates it from Wild Arms and FFVII. This one is a nice surprise and unlike the original Final Fantasy on the NES Classic, fans who are only familiar with the newer entries might actually enjoy playing the first in the series as opposed to just checking it out for the sake of curiosity.

6. Mr. Driller – The nice thing about puzzle games is that they age well. Mr. Driller is another surprise inclusion. It was well-received in its day, but not really a system mover or anything. It’s fun and charming though and if you like puzzle games with a slight Tetris vibe then you’ll get some mileage out of this one.

5. RaymanRayman was all over the place in the mid-90s. He was so omnipresent that I kind of wrote him off for this system as I never associated him with PlayStation. His game is pretty good though, and its 2D approach should hold up just fine. I never loved Rayman, but I never hated his games either.

4. Metal Gear Solid – I’m not crazy about this list of games, if you haven’t noticed, but I do think it’s pretty top-heavy. The last four are mostly interchangeable, and I wouldn’t be surprised if Metal Gear Solid tops many lists such as this one. My reasoning for placing it 4th is because I think we’re missing out on some of the bells and whistles with this version by not having the dual shock support and a memory card full of Konami games. I also think the game hasn’t aged too well and recent entries in the series really helped to smooth out the gameplay experience. It’s still a fantastic game, it’s just not as fantastic as it could be on the PS Classic.

puzzle fiighter

This is a great choice for inclusion. I have nothing bad to say about Puzzle Fighter.

3. Super Puzzle Fighter II Turbo – This is probably my favorite puzzle game. It’s incredibly addicting and the rare puzzler that might be more fun in two-player mode than single-player. It’s got a lot of charm and personality and its sprites should hold up very well. I’m a bit surprised at its inclusion, especially given the omissions of traditional Capcom fighters, but also delighted.

2. Final Fantasy VII – We’ve all probably played it. And even though there’s been backlash towards this title over the years because it’s the most recognizable from the long-running series, that doesn’t mean it’s still not in the conversation for best Final Fantasy game. It’s readily available on other platforms so its inclusion isn’t sexy, but it’s also necessary. If you’ve got about 40 hours, you should give this one some time.

tekken 3 jin

The visuals may not wow you like they did in 98, but Tekken 3 is still a blast to play.

1. Tekken 3 – And the best game of the PS Classic is Tekken 3. A late era title, it actually holds up quite well in the visuals department and the game is simply one of the best 3D fighters ever made. It has a huge roster of characters, some fun additional modes and characters, and there should be something for everyone in terms of fighting styles. If you don’t like 3D fighters then maybe this won’t win you over, but I spent many hours with this one and I’d actually be excited to run through it again and try to unlock all of the additional characters and modes. Well, maybe not Tekken Force Mode.

 

So that’s it; the PlayStation Classic and its 20 games. Are you going to get one? Did you already pre-order one and are reconsidering that decision? I’m over-all not impressed with these 20 games, the majority of which I don’t need to revisit. Even some of the games that I think are fine I still don’t want to really play in 2018. Why play Twisted Metal when you can easily play Twisted Metal Black? Why play Rayman over the easily acquired (and cheap) Rayman Legends? I wasn’t that excited over this console to begin with, as the nostalgia factor just isn’t quite there for me with the PSX era. If the list had turned out to be something closer to what I predicted I might have been tempted. With this list, though? I’m looking at spending 100 bucks to play Persona, Intelligent Qube, and Mr. Driller as the other games I really enjoy I still own for PlayStation and can play them right now if I want. I have a first-gen PS3 hooked up to my TV right now so nothing is stopping me from popping in Tekken 3 if I wish to play it. I’m not everyone though, so for those who loved the PSX and maybe sold all of their old games I can at least see some appeal, but I still feel like this roster is one big missed opportunity.


Batman: The Animated Series – “Shadow of the Bat – Part I”

Shadow_of_the_Bat_Part_IEpisode Number:  57

Original Air Date:  September 13, 1993

Directed by:  Frank Paur

Written by:  Brynne Stephens

First Appearance(s):  Batgirl, Gil Mason

 

This show has really been killing it of late and today’s episode is no different. After introducing Barbara Gordon back in “Heart of Steel” we’ve now arrived at the moment we all knew was coming. At least, those of us who were even remotely familiar with Batman lore. Barbara has an important role to play, and “Shadow of the Bat” is where she starts to take on that role. Like many two-parters that are introducing a character, it’s in Part II where we’ll really see Gotham’s new heroine in action. This episode also marks the return of Two-Face as a proper villain. After his debut, he’s largely been a secondary character showing up only in ensemble episodes alongside other villains. His introductory episodes were almost too good in terms of portraying him as a sympathetic villain, so the writers found it hard to utilize him as just another villain going forward. His episodes need a bit more weight behind them, and these next two episodes at least do a good job of referencing his first appearance, even though he’s still largely portrayed as just another adversary. And if you’re following along with the DVD release of the show (or soon to be released Blu Ray), then this is also a noteworthy episode since it’s the first one of the Volume 3 set. Two volumes down, two to go.

gotham pd

Gordon and Gotham’s finest are on the scene to start this one.

The episode opens on some dark warehouse where a couple of crooks are up to no good. They’re not too happy about the working conditions, but their boss Rupert Thorne (John Vernon) pops in unannounced to give them a good jolt. Soon the cops show up and surround the place. Thorne declares he can’t be seen there and heads for the roof while his two lackeys create a diversion. The police unveil a sleek new battering ram of an armored truck that plows into the warehouse and there’s not much the two can do with that. They’re apprehended rather quickly, but Thorne was able to ascend a ladder and to the roof. The problem for him though, is that’s exactly where bats like to roam and he soon encounters the Dark Knight. Thorne demonstrates how terrible a shot he is when he misses Batman at what could be considered point-blank range. The police, Gordon, Montoya, Bullock and a new face named Gil Mason (Tim Matheson), arrive on the roof. Gordon makes it a point to offer a word of caution to this new guy, Mason, who starts ordering Thorne to show himself. A sarcastic quip from the darkness confirms what we already suspected – Batman has subdued the crime boss and left him strung-up.

gil mason

Meet Gil Mason, Gotham’s new hot-shot deputy commissioner.

At Wayne Manor, Bruce is watching the coverage of Thorne’s capture. A lot of the credit is given to Gotham’s new deputy commissioner, Gil Mason, who issues a warning to all of the other scum in Gotham. Alfred delivers Bruce a tall, frosty, glass of milk (he’s a role model, kids), but notices Bruce doesn’t seem to be delighting in the coverage like he should. Credit is also given to a shadow informant, and Bruce would love to know who that is.

Gordon_arrested

Gordon? Arrested?! What is this, Bizarro World?

At the Gordon household, we see young Barbara practicing her gymnastics routine. She’s quite adept on the balance beam and it’s pretty important for the show to reveal her skill at this point. Commissioner Gordon is there as well, and the two start talking about Mason. Gordon considers him a godsend, and even suggests to Barbara he’s single which she needles him about. A knock at the door interrupts their conversation, and they’re shocked to see it’s none other than Gil Mason flanked by a couple of officers. They’re here to arrest Jim Gordon for accepting bribes, and both of the Gordons are furious as Jim is led away in handcuffs. Someone else is also furious, Wayne, when he sees the coverage in the paper the next morning.

barbara and janet

Another new face is Harvey Dent’s replacement as DA, Janet Van Dorn. She’ll play a bigger role in a later episode.

At the jailhouse, Barbara is seen pleading with the district attorney Janet Van Dorn (Lynette Mettey) to reconsider the decision to deny bail to her father. The kids watching the program get a nice lesson in what a flight risk is, while also learning the details of Gordon’s crime. They found evidence of laundered deposits being sent into Gordon’s accounts and even some offshore ones. Barbara is aghast, but Van Dorn won’t budge on her decision and suggests maybe she doesn’t know her father as well as she thought. As Van Dorn walks away, Bullock pops in to reassure Barbara that the entire force is on her side. He lets her know they even planned a rally for the commissioner, and who organized it? None other than Gil Mason. He assures Barbara he was just doing his job the night before, but he also supports her dad. Barbara is elated at the thought of a rally, but she does suggest it needs a star attraction to really drive the point home.

Meanwhile, Batman is snooping through the police evidence room. A patrolling officer pops in forcing Batman to sneak out through the ventilation, but not before he got a look at the evidence against Gordon. He heads to the jail and fires a little bat-shaped device into Gordon’s cell. It’s a transmitter, and he’s able to communicate with Gordon through it. He lets him know he took a look at the evidence and thinks it’s a quality forgery. He rules out the work of Thorne, but mentions he’s heard word about a new syndicate moving into Gotham. Gordon is understandably more concerned about the well-being of his daughter, and asks Batman to check on her and he agrees. True to his word, Batman drops in on Barbara, but all she wants to talk about is the rally for her dad. She begs Batman to attend, but he tells her he has more important things to worry about. He advises her to stay out of it, but that only angers Barbara. As he swings away, Barbara vows rather ominously that Batman will appear at her father’s rally.

At a rundown old building, a shadowy figure reads a newspaper. A rat-faced hoodlum (Greg Burson) enters the room to see what his boss wants. A throaty, unmistakable, voice gives him his orders, and the rat-faced man takes his leave.

matches

Bruce Wayne’s most famous alter-ego:  Matches Malone.

At the Batcave, Bruce is getting into his latest disguise – Matches Malone. Robin is there to beg to be brought along or for Bruce to at least wear a wire, but Bruce denies him. He does ask if Robin is up for making a public appearance though, which leads us to the rally for Gordon. Robin looks on as Mason delivers a speech to a raucous crowd outside police headquarters. Before Robin can swoop in and make his appearance known, Batman drops in! Robin is shocked to see the figure of Batman swing down and make a brief demonstration on a nearby building before running off. At street level, Bullock is also less than amused declaring him a show-off.

imposter batman

Batman’s got some sleek new curves.

“Batman” disappears into an alley and it soon becomes obvious that this isn’t Batman, but rather Barbara in a store-bought costume. The animation takes some liberties in hiding her identity, but does make it a point to show Barbara removing some padding and height extensions after the fact. Before she can slip away though a car comes speeding into the crowd. On the stage, Mason drops down and ducks behind the podium just before the car opens fire. They don’t appear to hit anyone aside from the search lights. Barbara, apparently feeling emboldened by the costume, goes into her gymnastics routine after the car. She leaps up to grab a banner that has been strung up. She seems surprised when it gives-away leading me to think she intended to use it as leverage, but the banner comes down over the car’s windshield causing it to crash. Robin swoops in and sees the imposter Batman and calls to her, but she takes off running. For some reason, Robin decides to give chase and ignore the gun-toting hoodlums in the car. He manages to grab the back of Barbara’s cowl causing a section to rip off exposing her hair. Robin stops in his tracks to marvel at the girl Batman, while a nearby Summer Gleeson (Mari Devon) snatches a camera and films the runaway Batgirl.

barbara revealed

Batgirl revealed.

By now, the criminals have emerged from their wreck and have taken note of this Batgirl. They open fire on her, but like most of the criminals of Gotham, they too are terrible shots as Barbara is able to vault and flip her way through the gunfire unscathed. They manage to hit the only searchlight they didn’t destroy before, causing Barbara to fall on her face. Before they can take advantage of her predicament, Robin pops in with some well placed Batarangs disarming the thugs. They take off while Robin checks on Barbara. He asks if she’s crazy, while she demonstrates she’s only interested in catching those guys. She urges him to come with her and the two take off in different directions after the pair of thugs. Barbara catches up with hers and takes him out by tossing a garbage can lid at the back of his legs. She pounces on him and removes the hood he’s wearing revealing the rat-faced goon from earlier. He tosses her aside into some garbage and gets away. Robin, apparently unsuccessful in apprehending his man, returns to the alley and finds Barbara gone leaving him to wonder where this Batgirl came from.

At Wayne Manor, Dick is watching the coverage which is being reported as an assassination attempt on the deputy commissioner’s life. A lot of the coverage is also focused on Batgirl and where she could have come from. Dick, apparently possessing DVR technology in 1993, rewinds the coverage when he sees something odd. Mason, on the stage during the attack, ducks behind the podium before seeing the guns. Dick and Alfred both find this suspicious.

MadDog

Rat Face. Despite his resemblance to the vermin, the credits tell me his name is actually Mad Dog.

The next morning, Bullock is aghast at the appearance of yet another masked vigilante, wondering when we’ll see Weasel Woman. He tosses the paper aside and then sees Barbara, which for some reason seems to embarrass him while Officer Montoya just smiles. The two leave Barbara just sitting there. It’s a rather awkward scene as we don’t know why she’s there and it’s rather odd that the officers didn’t ask. Anyway, there’s a collection of mug shots in a binder left behind and Barbara thumbs through it. Conveniently enough, she finds the rat-faced thug almost right away. We then shift locations to the home of Gil Mason. He answers his door and finds an excited Barbara who is about to tell him she knows who tried to kill him when she’s shocked to see he has company. The same rat-faced thug is in Mason’s parlor, and he excuses himself telling Mason he’ll see him at the “business meeting.” Mason then asks Barbara what she wanted to tell him, and she’s forced to improvise and says she just wanted to see how he was doing. He tries to offer her a drink, but she declines claiming she’s off to see her dad leaving Mason alone and confused.

barbara surprised

“Surprise” is not a great look for Barbara.

At a bar called The Stacked Deck, Matches Malone plays pool while rat-face talks on the phone. He’s in a phone booth and assures his boss that he can’t be heard. The camera zooms in on his lips and the narrowed eyes of Malone basically letting us know that Batman can read lips. What can’t he do? Rat-face tells his boss he’s on his way and he ducks out of the bar with Malone right behind him.

barbara and cowl

A character thoughtfully looking at a mask. Where could this lead, I wonder?

At her home, Barbara converses with her precious teddy bear Woobie wondering who she can turn to for help. With Mason apparently in on the job, she has no one to turn to since Batman is too busy for her. She takes notice of her discarded Batman costume and picks it up. Remarking it could use a little work, she smiles.

Malone has tracked the hoodlum to his hideout. A curious building looms before him. Half of it is well put-together and in over-all good shape, while the other half is dilapidated and ruinous. Malone fires a grapple gun and pulls himself onto a window sill. A shot inside the building lets us know the place is armed, and when Malone lifts the window open he’s electrocuted and collapses into the building. A shadowy figure looms.

Malone awakens to find himself face to face with none other than Two-Face (Richard Moll). It was pretty obvious who this was, but it doesn’t hurt to try to make the reveal feel dramatic. Malone tries to cover his tracks, insisting he’s just there to get in on whatever is going down. Two-Face lets him know he doesn’t like him, but since this is Two-Face, we’re going to let the coin decide Malone’s fate. Good heads and Malone gets a job, bad heads and he no longer gets to live. The coin does not go Malone’s way, and the rat-faced crook introduces Bruce’s face to the stock of his gun.

At police headquarters, a shadowy figure rummages through the armory. It’s Barbara, and talking to herself declares there’s only one person she can turn to now:  Batgirl!

batgirl begins

The only logical shot the episode could end on.

And with that, we’re left on a bit of a cliff-hanger. As an introduction for Batgirl, I’d say this one basically nails it. I’m on record as not being a fan of the whole Bat-family thing, I prefer my Batman solo, but if we’re going to have a Batgirl then you would be hard-pressed to come up with a better origin story than this one. Framed by the police, Commissioner Gordon finds himself jailed without bail and his daughter sets out to save him. While she perhaps gives up on the duo of Batman and Robin a bit too easily, it’s within her character (as established in previous episodes) for her to want to make sure her father goes free and that she would welcome that responsibility herself. She knows Mason is involved somehow, and she doesn’t know how deep it goes so she can’t naively go to Bullock or Montoya about her findings. She could possibly contact Batman, but as we saw with his little foray into the underworld, that wouldn’t have been fruitful anyway.

The story seems straight-forward. Two-Face has partnered with Mason to frame Gordon and thereby weaken the police force, but there are still questions. I suppose chiefly is what will happen to Batman? Considering he’s the star of the show, I don’t feel too concerned for his well-being. There’s also what action will Robin take since he’s onto Mason as well? Will his investigation force him to cross paths with Batgirl? And furthermore, is Rupert Thorne part of this in any way? It would seem strange to open the episode with him, but given his connection to Two-Face he may yet have a role to play.

All of this will have to wait until next week when we dive into Part II of “Shadow of the Bat.” Like every two-parter so far, the first chapter has left me excited and interested in where this is going. Hopefully the second chapter pays off. The episode is well-executed and looks really sharp thanks to the work of Spectrum Animation Studio. There are lots of rich blacks, likely due to the fact that this episode contains a number of “shadowy figures.” The sequence of Barbara in her Batman costume running away from the rally is quite a bit of fun to watch in slow-motion. There are stills where it’s obvious the studio “cheated” and just drew Batman, but there’s also some cool shadowy shots of an obvious Batgirl in there as well. The costume Barbara unveils at the end is also a solid design. reminiscent of Catwoman’s look, it keeps things simple with an all-gray look. A loose hanging yellow belt and chest insignia differentiate it slightly from Batman’s looks, and she also kept the exposed hair flowing out of the back of the cowl. I suppose logically it would not be hard to figure out her identity, so in some respects it causes me to appreciate the Batgirl of the 60s TV show who wore a wig when in costume. Overall, I like the look though and this was a nice debut for Gotham’s featured heroine.


Batman: The Animated Series – “Harley and Ivy”

Harley_and_Ivy-Title_CardEpisode Number:  56

Original Air Date:  January 18, 1993

Directed by:  Boyd Kirkland

Written by:  Paul Dini

First Appearance(s):  None

Episode 56 brings us to the end of the second volume of Batman:  The Animated Series. As I’ve mentioned probably too many times though, this is still production season one and we won’t be done with that for several more weeks. This is a pretty monumental episode for the series though, as it’s the first pairing of Harley Quinn (Arleen Sorkin) and Poison Ivy (Diane Pershing). Since Harley was such a break-out star for the show that made the move to print, I suppose anything that added to her character in this series is equally as important. The Ivy/Harley friendship became very popular, and though it was mostly shelved for the rest of the series, it was returned in The New Batman Adventures. It too has made the move to the comics and I’m sure the hardcore fans of the characters are hoping to see it one day captured on the big screen. Not to be lost in the Harley/Ivy pairing is the fact that this episode also further delves into the relationship between Harley and her beloved Mr. J. Up until now, she’s mostly been portrayed as his number 1, but this episode further explores her obsession with Joker and hints that there is a bit more to their working relationship than just boss and henchwoman.

The episode opens like many do with Batman in hot pursuit of this week’s villain. In this case, he’s chasing Joker (Mark Hamill) and Harley in the Batmobile with Harley driving and Joker relaxing in the backseat. Harley is pretty stressed as she tries to escape from Batman while Joker’s feet are propped up and he remarks on how beautiful an evening it is. He, as he often does, snaps between glee and irritation ordering Harley around including making ill-advised suggestions on where to turn. When Harley tries to point out that it might not be a good idea he just gets angry. When his decision turns out bad, he blames Harley. Such is the life of a goon. Joker calls for his gun and Harley hands it to him. Unfortunately, she gave him the gag gun which just fires “Bang!” flags. The opening allows Batman to grapple onto the rear of Joker’s vehicle, but they were prepared for such and Harley is able to eject the rear of the car and escape.

harleyivy3

Joker is eager to put the blame on anyone but himself, and poor Harley is his lamb.

Joker and Harley return to their hideout where Joker rants and raves about their encounter with Batman to the other henchmen. He puts the blame for tonight’s failure square on Harley, and when she sticks up for herself he just lays into her worse. He asks if she thinks she’s a better crook than him and it’s enough to actually anger Harley. When she suggests that maybe she is, Joker literally tosses her out of the hideout. Harley shows some defiance and determination, but also some sadness as she leaves her life with Mr. J behind.

Harley sets her sights on the precious Harlequin Diamond which is on display at the Gotham Museum. We get to see just how adept at sneaking and stealing Harley is as she makes her way towards her target, only for the alarms to be set off by another criminal. Poison Ivy is also there and she’s swiping some plant specimens. Irritated by Ivy’s presence, Harley abandons all notions of stealth and just grabs the diamond. She then helps Ivy escape from the police, and the pair use Ivy’s getaway car.

getaway

And the pairing begins!

The two flee to Ivy’s hideout, a little house smack-dab in the middle of a toxic waste dump. Ivy is immune to the chemicals in the air and she’s devised a serum that can pass that onto others, the only problem is it has to be administered via injection which does not sit well with Harley. She goes through with it though, and the two have a long conversation about Harley’s relationship with Joker. Ivy, not surprisingly, is well aware of how poorly Joker mistreats her, but nothing she can say makes Harley see the light. Still, the two are eager to form a partnership to take on Gotham as a two-woman crime team.

Harley and Ivy first target a men’s only club before hitting other spots in Gotham. Their crime spree gains media attention and the two are dubbed The Queens of Crime. This is enough to get the attention of two other noted individuals. First up is Batman, who naturally has an interest in putting a stop to any crime spree that occurs in his city. And then there’s Joker. He’s not exactly bursting with pride to his former protegé having success without him, and with Poison Ivy, no less. He wants to be on the front page, and he vows to put an end to Harley’s fun.

harley misses

Harley missing her Mr. J.

Despite his intentions, there’s little Joker can actually do to slow Harley and Ivy in any meaningful way. He doesn’t know what the two are planning or where they’re hiding out. At least, he wouldn’t if Harley wasn’t homesick for her beloved clown. She secretly phones him from Ivy’s home and he keeps her on the line long enough to trace the call. Unknown to the women, Batman is on to them. He was able to analyze the soil left behind by Ivy’s car and traced it back to the waste dump. Upon arrival he’s attacked by Ivy’s plant guardians and the two women taunt him and chain him to a table. Ivy tries to target Batman’s masculinity by asking if he ever thought he’d be taken down by two women, but Batman won’t bite remarking a sick mind knows no gender.

harley calls joker

Not Harley’s finest moment, but abusive relationships aren’t easy to escape.

Ivy and Harley dump Batman into some toxic water without his gas mask on. Satisfied, they turn their attention back to the house where a certain clown awaits them. Joker, dressed rather dapper, is acting kind of friendly, but also has his goons scooping up Harley and Ivy’s loot. He’s almost immediately confrontational with Ivy, putting Harley in the middle. He tries to gas Ivy with his boutonniere, but it has no effect on her due to her other toxic immunities. Ivy puts him on his rear, and makes off with an obviously conflicted Harley.

joker vs ivy

It’s never easy when the old partner confronts the new.

Joker orders his men after them, but they soon run into Batman. Did you think that little stunt with the table would end Batman? Of course not. He wriggled out of it and now he’s ready to knock some skulls. Joker, upon seeing his mortal enemy, whips out a tommy gun and opens fire. Batman points out that doing so is a bad idea since all of the gas in the area makes the place a powder keg, and sure enough, the whole place goes up in flames. Batman is able to take out the Joker following the commotion, while Harley and Ivy flee in their car. As Ivy announces that no man can take them prisoner, the car is taken out by a shot to the tires. The one responsible is one of Gotham’s finest, officer Renee Montoya, essentially proving Ivy right. Next stop for our villains is Arkham Asylum. Harley and Ivy are gardening while Joker is confined to his own cell in a straitjacket screaming about how he’s going to swear off women when he gets out. Despite that, Harley remains hopeful that she and her “puddin'” can salvage their relationship while Ivy reacts with disgust while tossing soil in her face.

In terms of episodes that are just plain fun, it’s hard to top “Harley and Ivy.” A lot of the episode is a Thelma & Louise style joy-ride shared by the two villains. Poison Ivy is depicted as the self-reliant, man-hater type while Harley is just along for the ride. Her good nature, for a criminal, and cheery demeanor inject a lot of personality into the episode. I love the little quirks given to Harley such as her affinity for nicknames be it Mr. J or her preferred name for Ivy, Red. Batman is often reduced to a side character in villain-packed episodes, and he definitely is here. The trio of starring villains leaves little room for our protagonist, but the episode doesn’t suffer. It’s also interesting how the episode essentially gets us to root for Ivy and Harley, though more so Harley. Most viewers probably find themselves conflicted. Joker is clearly an abusive boss who does not appreciate the talents of Harley. Meanwhile, Ivy has her own agenda. I think she is more interested in Harley’s well-being than Joker is, but both are clearly using her for their own benefit. As a result, whom does the viewer root for? It’s a fun conflict and something to ponder.

apprehended

In the end, they’re foiled by a woman.

This is another Dong Yang animated episode, and it looks and animates rather well though there are more errors than usual. There are a few continuity errors and one scene where the characters’ faces actually disappear. There are plenty of fun scenes though and I like the bits of home life shown between Harley and Ivy. It’s cute, like something you’d see in a film set in college or something. Harley, missing Joker, also manipulates the food on her plate to resemble his face.

As I mentioned in the opening paragraph, the Harley and Ivy pairing has been a pretty big success for both characters. They’re paired up often in the comics with many fans seemingly wanting to see the two as more than just a partnership, and DC even gave them what they want. The writers on the show would recognize how popular Harley had become and she gets multiple episodes centered around her in season two, though the pairing of these two isn’t really utilized again until The New Batman Adventures. Similarly, Harley’s relationship with Joker remains strained for the rest of the series. Aside from the episode “Trial,” where all three villains are involved in a plot with basically every reoccurring villain, they remain at odds with each other. A lot of Harley’s madness and her good side are explored in season 2 as their eventual make-up is put on hold. For a show that isn’t too concerned with continuity, it’s nice to see this fracture in their relationship isn’t something that’s just glossed over and reset for their next appearance.


Batman: The Animated Series – “The Mechanic”

The_Mechanic_TCEpisode Number:  55

Original Air Date:  January 24, 1993

Directed by:  Kevin Altieri

Written by:  Steve Perry, Laren Bright, Randy Rogel

First Appearance(s):  Earl Cooper

Last week we got a little peek into Bruce Wayne’s past before he became Batman. This week, we’re getting a peek at Batman’s past and how he came to possess his most wonderful of toys:  the Batmobile. For seemingly as long as there has been a Batman, there has been a Batmobile and it has almost always been awesome. Sure, everyone likely has their own favorite Batmobile (the 60s one can’t be topped in terms of aesthetics), but they’re all pretty awesome in their own right. This episode is also going to borrow rather heavily from Batman Returns. The Penguin (Paul Williams) is included and he’s going to basically utilize the same scheme that he had in that film in this episode, but with a few wrinkles in how the setup occurs. We’re also at another milestone for the series and this feature, as episode 55 marks the halfway point. Including The New Batman Adventures, 109 episodes were produced so technically the halfway point is the middle of this episode.

The_Mechanic_Crunch

That’s not going to be a cheap repair bill.

The episode opens with Batman and Robin in hot pursuit of The Penguin’s thugs Eagleton (John De Lancie) and Falcone (Walter Olkewicz)(I don’t think this is the same Falcone featured in Batman Begins). They can’t escape and their bullets do nothing to the Batmobile forcing the criminals to take drastic measures. They attempt to beat a diving bridge by going below the lowering slab and crashing onto a boat below. Batman and Robin aren’t so lucky and the Batmobile gets caught in-between the divider and the bridge proper doing a number on the Batmobile in the process. Batman remarks that someone named Earl is going to have his work cut-out for him.

The Batmobile was apparently still drivable after the collision with the bridge and Batman is able to get it to a garage run by Earl Cooper (Paul Winfield). Earl is apparently Batman’s mechanic and he tells him he’ll take care of it. The Batmobile will be out of commission of course so Batman and Robin leave via Batcycles to presumably go after Penguin’s men.

earl and marva

Earl and Marva survey the damage.

At Penguin’s sewer lair, the rotund crime boss is raving mad that his men stole the wrong stamps he requested. While he’s fuming, Falcone brings in an associate of his, a fellow by the name of Arnold Rundle (Steve Franken). Rundle has made an interesting discovery during his day job working for an auto parts manufacturer. Some rare parts have been ordered by an Earl Cooper, and based on what Falcone told him of their encounter with Batman, Rundle believes these parts are intended for the Batmobile. This immediately perks up The Penguin’s mood and he informs Rundle he’ll be rewarded for his aid this day. He escorts him to the famous duck boat and sets him off with a generous check. Rundle immediately becomes concerned when he sees the canal leads only to a large drain, while Penguin and his men ignore his plight. Rundle is then presumably drowned.

Penguin and his goons head to the garage Rundle pointed them to and find Earl and his daughter Marva (Lynn Moody) at work. Penguin finds it’s pretty easy to get what he wants from Early by threatening his daughter, but before he relays his scheme he does want to know how Earl and the Batman came to be acquaintances. Earl recounts his days as a designer for Global Motors. He noticed some significant safety defects with the company’s products that put lives at risk, but rather than listen to their man, they chose to fire him instead. They weren’t done with him though since Earl knew things that could harm the company if made public. They sent thugs after him, but Batman came to his rescue. Many months later after struggling to make ends meet thanks to being labeled a whistleblower in the industry, Earl ran into Batman once again. This time it was Batman who needed help. His car was looking pretty down and on its last legs. He proposed making Earl his private mechanic. He set him up with a new garage, let him design a new Batmobile, and best of all paid him really, really, well.

Original_Batmobile_(BTAS)

The version of the Batmobile seen in Earl’s flashback.

By putting Marva in danger, Earl is forced to comply with The Penguin and he assists in sabotaging the Batmobile. He informs Batman the car is ready, and he and Robin soon show up to claim it. As Batman and Robin are preparing to head out, they notice Earl is acting rather strangely. He informs Batman that Marva is not present because she is in the basement. He also mentions he fixed the air conditioner, even though Batman didn’t request it. Batman thanks him and he and Robin take off pondering why Earl seemed out of sorts.

CaptainPenguin

Look at him! He’s so happy!

With the Batmobile on the road, Penguin and his men are free to follow with Marva still their hostage. They get Batman’s attention and lead him on a chase. It’s at this point Penguin uses a remote control to take over the Batmobile. He smashes it into guard rails and drives rather recklessly. Batman and Robin find the eject button has been disabled, and start to thinking about how they can get out of this mess. Batman then realizes Earl was trying to warn him. “Down in the basement” is a racing term for crashing, and he immediately reaches for the AC. Turns out, Early re-wired the eject button to the AC and he and Robin are shot from the Batmobile their seats breaking apart into hang gliders.

Penguin and his men did not see the caped crusaders eject and only witness the Batmobile plunge off a cliff. They celebrate prematurely and even let Earl know the “good” news, who was back at the garage being held hostage by Falcone. Hearing that Batman and Robin were killed is enough to motivate Earl to act drastically and he turns on Falcone eventually hoisting him in the air with some rigging equipment tearfully reflecting on Batman and Robin, and likely worrying for his daughter.

penguin and marva

Perhaps the most villainous we’ve seen The Penguin act yet in this series.

Batman and Robin pursue Penguin into an airport and stop the car. Penguin tries to escape and takes Marva hostage while firing from his umbrella at Batman. Marva stomps his foot to escape, and Robin swoops in to finish him off. An angry Penguin has been foiled once again.

Back at the garage, Earl is happily packing up his belongings with Marva while Batman and Robin look on. He’s happily going on about redesigning the Batmobile and seems totally unphased about having to move to a new garage. Batman lets him know he’ll set up some dummy corporations to order the parts through with the goal being to never put Earl and his daughter in harm’s way again. For his part, Earl just seems delighted everything turned out okay. At least for them. Penguin finds himself back in prison and polishing license plates. As a final insult a new plate comes his way reading 1BAT4U, which he angrily snaps in two.

Arnold_Rundle

Let’s take a moment to remember our old buddy Arnie. You were too good for this world.

“The Mechanic” is a fun little action-packed episode with some exciting sequences. Car chases can be tricky, especially with a vehicle as long as the Batmobile which has a tendency to start bending and stretching with the animation. Dong Yang Animation is able to avoid those mistakes in delivering a quite fine looking episode. It’s always fun to see how something came to be where Batman is concerned, and seeing the genesis of his car is pretty fun. The flashback contains Batman’s 1940s Batmobile, which is a nice touch. Earl’s story in general is rather heart-warming and it’s nice to see good things happen to good people. Penguin gets to bring his feature-film scheme to the small screen. In the movie, the taking over of the Batmobile is but a small part, and here it’s used quite well to hinge an episode on. It’s arguably done better if anything, as Penguin getting to Batman’s mechanic is a better setup than his men just seemingly knowing how to sabotage the fancy vehicle.

This episode of Batman isn’t the greatest, I’m not even sure if it’s top 10 material, but it is entertaining. The actors give convincing performances, as they so often do, and the plot is nice and tidy with both suspense and emotion to drive it along. Earl and his daughter Marva won’t be seen again, but as far as one hit wonders go, they scored pretty high.


Batman: The Animated Series – “Zatanna”

zatanna title cardEpisode Number:  54

Original Air Date:  February 2, 1993

Directed by:  Dan Riba, Dick Sebast

Written by:  Paul Dini

First Appearance(s):  Zatanna, Zatara (flashback)

 

For episode 54 we have a rare dual-directed episode by Dan Riba and Dick Sebast, so rare that it’s the only one. Sebast had left the show before the episode’s completion so Riba took over. What state the episode was in, I have no idea, but Riba previously had only directed one episode (“See No Evil”) and had primarily contributed as a character designer and storyboard artist on the show. From here on out though he’ll be a regular director. This episode is also the debut of Zatanna, the magician super heroine who seems to be somewhat of a fan favorite. Paul Dini wrote this one and he’ll later get to write for Zatanna in the comics, incorporating some of the details of this episode involving Bruce Wayne and Zatanna’s history making this yet another episode to influence how a character was portrayed in the source material.

Zatanna hello

Zatanna know what the boys come for.

The episode opens with Bruce Wayne and Alfred in the audience for a magic show. The presenter is Zatanna (Julie Brown), which we learn is someone Bruce once knew many years ago bringing us another flashback. Some 10 or 12 years ago, Bruce sought out training from a magician and escape artist named Zatara (Vincent Sciavelli) as he prepared to become a vigilante. Like the flashbacks from “Night of the Ninja,” they’re presented in a sepia tone so even if we didn’t recognize that Bruce looked younger we would still know it’s a flashback due to the coloring. Zatara had a daughter named Zatanna, and she and Bruce had a some-what flirtatious relationship. Zatanna seems fascinated by young Bruce, who is known to them under the alias John (Bruce, why would you go with John? It’s too close to John Doe) and is unusual in that he wants training as an escape artist, yet shows no interest in performing. Zatanna is puzzled and curious by this John, while Zatara seems to pay it no mind sensing something in the boy that compels him to teach him all that he knows. When Zatanna is caught spying on John’s lesson, the straightjacket escape trick which we’ve actually seen Batman put to good use in the past, her father sends her away.

Zatara_and_Bruce

Bruce once sought training from the great magician, Zatara, father to Zatanna.

Zatanna confronts John after his lesson and implores him to continue on tour with she and her father. John insists he cannot, and will be leaving for Japan in the morning (presumably to begin his training as a samurai). Zatanna tries to weaken him with an amorous hug. John does appear slightly flustered, but he appears to enjoy the affection. When Zatanna releases her grip on him he finds he’s been handcuffed to the wall. As Zatanna walks off, she playfully mocks him that any decent escape artists would wiggle out of those cuffs before she could finish her sentence. When she turns around to presumably taunt him further, she finds John has vanished leaving the cuffs dangling from the wall.

young bruce and zanna

Bruce and a young “Zanna.”

Back in the present, Zatanna is preparing for her grand finale. As part of her final trick, she brings a noted magician sourpuss Montague Kane (Michael York) to the stage. He has apparently made it his business to point out how magicians pull off their tricks. Joining him is Irving Fauncewater (Zale Kessler), the manager of the Gotham Mint. Zatanna intends to make $10 million disappear from the Gotham Mint’s cache and the money is piled high on stage. She walks through her presentation, and wouldn’t you know, she succeeds! Everyone is delighted, except Fauncewater who seems a little concerned. When Zatanna finds she can’t make the cash reappear his concern turns to outrage. Kane accuses her of stealing the money, and Zatanna soon finds herself in cuffs she either can’t escape, or chooses not to.

Zatanna_BTAS_episode

Bruce doesn’t get to do stuff like this too often.

Bruce knows Zatanna is no thief, and he immediately jumps into costume to investigate. Feeling the police will only focus on Zatanna, Batman decides he needs to free her from custody in order to investigate who really stole the money. He busts Zatanna out of the paddy wagon and she joins him in the Batmobile, somewhat reluctantly for he has now made her a fugitive. Batman explains he can help her, and she inquires if they’ve met before. Batman, somewhat surprisingly, seems a tad flustered and offers a lame excuse about having a familiar face (even though he’s wearing a mask).

Z_25_-_Zatanna_and_Kane

There’s no way this guy on the right isn’t a villain.

Batman and Zatanna return to the scene of the crime in order to figure out how the real crook managed to make the money vanish. Batman, because of his seemingly infinite knowledge, reveals Zatanna’s secret. The trick relied on a hologram to take the place of the actual money. Someone got to the trick before her show, probably the night before, and stole the money replacing it with yet another hologram to make it seem like the money was still there. Zatanna is impressed, and the two suspect Kane of being the one behind it, because who else? The guy both looks and sounds like a bad dude.

The heroes head off to Kane’s mansion to investigate further. Along the way Batman attempts to pry at Zatanna to learn more about her love life, and about her father. Much to his enjoyment, I presume, he finds out Zatanna has no one in her life from a romantic standpoint. She claims to have no time for relationships now that she has taken over for her father, who passed away. Batman offers his condolences while revealing he saw Zatara perform as a child, which once again causes Zatanna to question if they’ve met before.

Z_34_-_Batman_and_Zee

He’s smiling on the inside.

When Batman and Zatanna arrive at Kane’s home, they find a trap waiting for them. They wind up in a cliché, the old spiked-wall closing in on them after falling through a trap door. Batman some-what crudely disarms the trap by jabbing at the wall’s gears with one of the spikes. They then use the spikes to climb out of the room. Batman takes note of a picture of a seaplane and assumes, correctly, that Kane is using such to flee Gotham. Batman and Zatanna are able to get to the plane and confront Kane, who like any good villain in this town, has some goons to throw at Batman. They’re no match for him, but Zatanna is apparently not accustomed to crime fighting and finds herself in the clutches of Kane himself. Using her as leverage, Kane gets Batman to surrender. He makes a gross comment towards Zatanna suggesting there are things she could do for him in order to spare her life, which results in him getting a stiletto jammed in his foot.

chained up

I’d say things aren’t going well for our heroes, but they’re escape artists, surely these chains can’t bind them forever.

Kane, now angered, has his men chain Zatanna to Batman. Kane’s plan, with the plane airborne, is to toss the two out of the cargo door to a messy end. Batman, referring to Zatanna as “Zanna,” tells her to reach into his glove. The little nickname was something John used to use with her and it alarms Zatanna to hear it from the lips of Batman. She does as she’s told and removes a lock pick. She’s able to free the two from their chains, but unfortunately not before Kane’s men tossed them from the plane. Batman was able to hook his foot in some sort of cargo net in the plane which was fastened to the plane itself. The goons start firing while Kane tries to cut the net as the two dangle in midair. Batman uses the chain that once bound them to lasso Kane and pull him out of the plane forcing him to order his men to stop shooting. Kane is able to climb the net and reach the plane before Batman and Zatanna, allowing him to shut the door.

zatanna punch

After being mostly ineffective during the fighting, it’s kind of nice to see Zatanna get the last blow.

With the door shut, Batman and Zatanna are forced to scale the plane’s hull. Kane heads for the cockpit to try and jerk the plane around and dispatch the two. He also orders his men to go after them, apparently not at all concerned for their well-being. Once again, the nameless goons are no match for Batman, who dumps them off the plane (they’re over water and fairly low, so Batman isn’t a murderer). As the two scream, Kane thinks they’re the cries of Batman and Zatanna and prematurely celebrates only for Zatanna to appear behind him to deliver a swift right fist.

With that all out of the way and the plane docked safely, the Gotham police are able to arrest the real crooks. Apparently, they’re not at all concerned with Zatanna’s fugitive status as she’s free to have a little chat with her new/old buddy Batman. Batman apologizes for never writing to Zatanna as he had promised to do as John, but she doesn’t seem to mind and acknowledges that he’s been a busy man. They trade words of encouragement, with Zatanna assuring him her father would be so proud to see how he’s made use of his teachings. Batman offers her a ride and gestures to the Batmobile, only to turn and find Zatanna has vanished in a puff of smoke (how does it feel, Batman?) leaving behind a signed poster for “John” imploring him to write this time.

Zatanna_Good_Bye

Parting is such sweet sorrow, ain’t it, Batman?

“Zatanna” is another episode that reveals a small piece of Batman’s past. It’s nice to now have an explanation for how Batman could wrangle out of some pretty dangerous traps in the previous episodes, and for fans of the comics they got to see someone make the leap from print to television. This version of Zatanna doesn’t appear to possess any remarkable talents beyond being a good illusionist. It’s also possible she kept her true powers a secret too, but I would think if that were the case the audience would have been treated to something behind Batman’s back. The added wrinkle to both character’s back story is a nice addition. It’s a little surprising she doesn’t make another appearance in the show as a featured character, but I wouldn’t go so far as to say it’s disappointing.

Fans of Zatanna may have been disappointed to see her costume was altered slightly to not include her traditional fishnet stockings. That’s due to the medium as fishnet would be harder to animate than Spider-Man’s costume. This is another episode handled by Dong Yang Animation and it looks pretty good. Dong Yang handled more episodes of the show than any other company and their work is always consistent. The designs of Kane and his goons are a little on the dull side, since this isn’t a villain with a gimmick, but the plane sequence is pretty thrilling. And if you were worried Zatanna wouldn’t look good without her fishnets, don’t worry, she’s got plenty of sex appeal and it’s easy to see why Batman seems to have taken a liking to her.

Overall, “Zatanna” is a tight little story that works just fine as a stand-alone episode and as a fun cameo piece for the character Zatanna. It’s the first superhero team-up episode for the series (Gray Ghost feels like the first, but that character did not exist outside of this show), though if that’s something you like don’t get too excited. Batman will largely resist those temptations, though we get more when the show returns as The New Batman Adventures as DC was more interested in building an animated universe come then. Not being a huge a consumer of DC print material, the cross overs never added anything for me, but the good thing about this one is I didn’t need to know anything about Zatanna to enjoy the episode. And for a show that tries to tell self-contained stories in 23 minutes, that’s the right approach.


Dragon Ball Z – Budokai HD Collection

budokai hdOh, you thought we were done with DBZ?! Oh no, I have some more Dragon Ball related material to share with you and even though we’re done with the movies, I thought now was as good a time as any to talk about some video games. If you’re a usual reader, you may recall I did a post earlier this year on Super Dragon Ball Z, the Street Fighter inspired fighter for the PS2. It was the upcoming release of Arc System Works’ Dragon Ball FighterZ that inspired me to revisit that old game, and the same can be said of the Budokai series.

In case you need a refresher, Dragon Ball Z – Budokai was the Infogrames fighting game franchise of the early 2000’s and it was also the first real entry point for DBZ into global gaming. Prior to Budokai, the only Dragon Ball video games to make it out of Japan were the NES platformer, renamed Dragon Power in the US, based on Dragon Ball and the PSX fighting game Dragon Ball GT – Final Bout. Yes, somehow a game based on Dragon Ball GT made it to American soil before a Dragon Ball Z game. That early Dragon Ball game for the NES was simply a case of anything being available in Japan was brought over to other markets. It was altered so that it barely resembled Dragon Ball and there’s a chance that gamers who owned the abysmal title and went on to become fans of the franchise likely needed to read about it later in life to make the connection. Final Bout was likely released outside of Japan because it coincided with the 3D fighting game craze and the first real attempt at bringing the anime to America as well. It was a truly abysmal game that sold poorly. The anime was a flop initially so it kind of went away, but once the show became popular via Cartoon Network the after market price on Final Bout went crazy as it was the only video game released in the territory and fans wanted something, even if it was terrible.

dragon power

Technically, this was the first Dragon Ball game released outside of Japan, though you wouldn’t know it by the cover.

Of course, if you were living in Japan you had plenty of options when it came to DBZ fighters. The Super Famicom especially had a bunch of them and the PSX had an additional 2 and all were based on Dragon Ball Z as opposed to the far less popular Dragon Ball GT. Fans desperate for some DBZ content for their video game machines, like myself, turned to imports and emulation to get their fix, but in truth few of these games were worth playing. The only ones I can recommend half-heartedly were Dragon Ball Z – Hyper Dimension, a 16-bit fighter that didn’t control particularly well, but the visuals were impressive. On the PSX, Dragon Ball Z – Legends was a pretty ugly looking early PSX game, but it’s 3 on 3 simultaneous combat was really interesting and the simple, timing based, combat was actually pretty satisfying. It was just a shallow experience and once you saw everything the game offered there was little reason to return.

Once the show finally became popular around the turn of the millennium, there was a substantial rush to get content to the newly created global audience. Irwin Toys started cranking out new action figures and accessories while clothing and posters started popping up everywhere. The games took some time, and Bandai was awarded distribution for Japan while Infogrames, and later Atari, received the North American license. Dimps was selected as the developer and they got set to creating Budokai. Simultaneously, a Game Boy Advance game was also developed and released as The Legacy of Goku, an action-RPG that was at least interesting though not particularly fun. Because there was such an appetite for DBZ anything, Budokai really didn’t need to be a good game to sell well. It also didn’t need to be particularly good to immediately become the best DBZ fighting game ever released. Review-wise, it received a somewhat ho-hum reaction from critics, but fans seemed relatively pleased. It sold well enough to spawn two sequels, and 10 years after its initial 2002 release it received a high-definition makeover alongside Dragon Ball Z – Budokai 3.

hyper dimension

If you absolutely need to import a DBZ game, I’d suggest Hyper Dimension.

If you have never played a Budokai game, then let me tell you how it works. At its cores, it’s a simple 3D fighter. Characters can move in the foreground and background and are capable of attacking, blocking, firing ki blasts, and charging up their power meter. Each character typically has multiple health bars so stronger fighters will have additional health over weaker ones that’s clearly illustrated. Characters can also fly, but not at will. Instead, if a combo attack sends a fighter into the air they’ll kind of just hover in place once they recover from the attack. Simply pushing the directional pad towards an airborne fighter will cause the player-character to take to the air in pursuit.

final bout

Before Budokai, this was the best American fans had.

The main criticism of the original Budokai was the lack of beam attacks. Rather than simply ordering Goku to unleash a Kamehameha wave, the move was affixed to the end of a combo. A series of punches would end in Goku performing his signature attack, but at very close range so it was hardly spectacular looking. Instead, the eye-catching attacks were left to the super moves which are the moves that are designed to be difficult to pull off, but when successfully deployed, unleash devastating amounts of damage via a cinematic. These moves include Vegeta’s Final Flash and the like.

goku vs vegeta

The original Budokai does a decent job of laying the groundwork, though the visuals were never considered great even for the time.

Dimps seemed to target two important factors when creating the game:  make it look authentic and make it easy to play. As a result, all of the fighters essentially feel the same and have the same move-set, just with different results. In order to make the game feel authentic though, Dimps made sure to include various transformations in its games. Once advancing passed the Freiza arc, Goku could unlock his Super Saiyan transformation and use that in battle. Prior to getting it, he also had his Kaio-ken technique. Dimps even gave Piccolo his fusions from the series with Nail and Kame as transformations. The game featured a story mode that went up through the Cell Games and featured a roster of 23 characters. Later games would focus on expanding upon the roster to include practically anyone who ever partook in a fight during the series.

budokai story

The first game does at least boast better presentation in terms of its story mode, though these visuals are kind of “yuck.”

Budokai was a success, and it soon became an annual franchise. Budokai 2, released the following year and not included in this collection, corrected a lot of what people disliked about the original. Ki blasts and flying were now more manual than before and the story mode received more cinematics and was overall more rewarding (though it featured a weird board game interface). The roster was also greatly expanded upon due in large part to the game featuring the Buu Saga. More transformations were available and the game was largely just more fun. Budokai 3 arrived the following year with even more characters and moves and yet another revamped story mode. Instead of playing through the events of the show, players could select specific characters and experience the story from their perspective. And doing so also allowed the player to simply fly around the world looking for the next event as well as hidden ones. It felt less restrictive, and was thus pretty exciting.

budokai 3 story

Budokai 3’s story mode was more engaging, if lacking in the presentation department. It makes up for it though with much improved graphics and styling.

So how do these games hold up in 2018? Well, not surprisingly the original Budokai is showing its age. The visuals have been upgraded to HD, but the textures were so bland and basic to start-off that there’s virtually no improvement. It makes everyone look like vinyl dolls and the empty battle maps are even more boring than before. The simple combat is easy to grasp, but also not particularly engaging. This game is basically here as a nostalgia trip and to illustrate how the series began. Fire it up if you either never played it or just want to relive it, but after that you probably won’t play it again.

Budokai 3 is the main attraction of this set. There’s still a section of the fandom that considers it the best DBZ fighter ever released. It was the last main Budokai title as the many sequels saw the series move in a different direction, sometimes for the better and sometimes not. There was a PSP edition of the franchise called Shin Budokai and some place the 2006 title Infinite World in the Budokai series, but this was the last numbered entry. It’s quite easy to see how refined the game is in comparison with its predecessor. The visuals took on a more cell-shaded approach with additional detail and the move to HD doesn’t highlight the imperfections like it does with the first game. DBZ has a pretty simple, yet distinct, look and it doesn’t require incredible processing power to do it justice.

dragon rush 2

Dragon Rush adds some chaos to battles, but at the cost of skill.

From a gameplay perspective, the game is not quite as fast as I remembered. You will still spend most fights dashing at your opponent to unleash combos attacks and build towards bigger moves. I had forgotten how odd the gameplay structure was. Much of the fights hinge on your ability to pull off super moves and Dragon Rush attacks. The Dragon Rush is a bit convoluted, but it’s essentially a follow-up attack from a teleporting move. There’s a lengthy tutorial section in the game that’s not particularly helpful. It’s one of those things you just have to perform for yourself to get a feel for how it works. When connecting with one of these maneuvers, a quick-time event is enabled that’s basically a version of Rock-Paper-Scissors. The attacker selects a face button and the defender does as well. If the defender guesses right, the attack is thwarted. If not, it continues with both players now having only 3 face buttons to choose from. If the attacker is able to string together three successful attacks via this encounter, then a big move is unleashed and the opponent’s stamina (as well as some health) is knocked away leaving them more susceptible to damage. Actual super moves are done fairly easily by holding a shoulder button, but it starts a slow animation that can be tricky to connect with. And if you miss, you lose all of the energy stored for the attack. Connect and you get treated to another cinematic while also doling out some big damage. There’s always another QTE spot, this time with a meter rapidly filling and decreasing that you have to time properly, that determines how much damage the attack does.

gogeta fusion

There are lots of power-ups that take the form of transformations including fusion.

Fights have a tendency to be very reliant on those two moves. Whoever is better at pulling them off usually wins. The QTE spot injects some chaos as it’s entirely random, unless you’re playing against a human opponent and look at their controller. It’s not the most rewarding system, or perhaps it’s more appropriate to call it frustrating if you’re on the losing side. If you’re on the winning end then at least the cinematics are typically fun to see. The interesting change for the third game though was mostly in the stored energy each character has. Energy will gradually accumulate up to a certain point so you really need only charge your ki if you want to go for the biggest moves possible. This was a smart addition as the constant need to charge in other games was always the least enjoyable aspect. Transformations also aren’t the energy hogs they were in prior games so there’s more incentive to use the best ones.

The story mode felt revolutionary in 2004, though now it does feel more limited. Basically, you pick a character and fly around the world. Your character has a map and can also find a Dragon Radar to look for Dragon Balls. Activating your “senses” can sometimes turn-up hidden spots on the world that usually contain an item but sometimes contain a small story event – an easter egg, if you will. Various cities and popular landmarks appear on as well but you can’t really interact with them. If the name of the place displayed when flying over it then you can enter, but it just leads to a brief exchange with another character who may or may not provide an item. These are all done with still images and text – there are no cinematics in story mode which is rather bizarre. The most interesting aspect of the mode is that it can change depending on how many playthroughs you have done and if you have finished another character’s. Goku’s is the most robust, and if you play it a second time after getting through some of the other character’s stories you’ll take on some GT villains and even unlock Super Saiyan 4.

budokai 3 cooler

Budokai 3 expands upon the roster by drawing from the movies and Dragon Ball GT.

The goal of story mode is obviously to see it through, but it also features some RPG elements in the form of experience and stats. Leveling up a character gives you an ability point to place in various offensive and defensive categories. Each character also can equip a set number of items, with stronger items taking up multiple slots. This has been a feature in most DBZ games and allows for some level of customization. Frustratingly though, transformations always have a prerequisite that includes the prior transformation so if you want to use SS4 Goku you’ll need to devote 5 slots to transformations. If you want to fuse into Vegito then you’ll have to give up something. Characters can unlock a special Breakthrough capsule which contains all of their unique moves and abilities at the cost of taking up all of the ability slots. For a character like Goku who has the most unique capsules, it won’t include everything though which is kind of a bummer. The other short-coming of story mode is that it doesn’t include everyone. A lot of characters are playable including surprises like Tien and Yamcha, but only one villain has a story mode (and it kind of sucks) and characters you would expect to have one (namely Trunks) do not. There’s enough here to keep you busy for awhile, at least.

After getting caught up with these games, my main take-away was that anyone who thinks Budokai 3 is the best DBZ fighting game released has not spent enough time with newer entries. It’s not a bad game, but I’d rather play the Tenkaichi Budokai games over it. This game wants to capture the unique combat of the anime and sacrifices skill and control to do so. The Tenkaichi games were not difficult games to play, but their arena fighter approach made the games even more authentic and the super moves weren’t huge factors. With that out of the way, I will say I still had fun with Budokai 3. It took me a little while to get back into the flow of combat, but once I did I had a good enough time. There is a shallowness to the gameplay present so it doesn’t have the staying power of a more robust fighting game, and I wish they had dropped the Dragon Rush, but it does right by its license. I do wish the story mode featured actual moving images to tell its story, and the rewards for summoning the dragon are kind of lame. Considering I didn’t have to pay much to get this collection, I’d say it was money well spent. As for the original Budokai, it didn’t need to be included on this collection and I’m surprised it is. I would have much preferred Budokai 2, even if that game is pretty similar to 3. At least it featured a different story mode while including most of the gameplay enhancements featured in the third entry.