Monday, September 15, 2008

MORTAL KOMBAT/DC UNIVERSE: HANS LO UNLOCKED!


A man of steel, a dark knight, and a warrior princess:
The DC Universe will soon collide with the world of
Mortal Kombat and we've tracked down one of the
men responsible for the merger: Hans Lo!


The DCU may be staring down the barrel of it's own Final Crisis, but catastrophic cosmic events will introduce a whole new set of problems when the DC heroes and villains come face to face with the warriors of Mortal Kombat in - Mortal Kombat versus DC Universe!

With invested interest in both franchises, the Infinite Wars has watched over the past few months with keen interest as this surprising crossover unfolds!
Earlier in the month we did our darndest to probe for more interesting information regarding the DC-side of the game when we held a Q&A with consulting DC writer, Jimmy Palmiotti! In an effort to balance the scales, and satisfy your insatiable desire for info, we we one-on-one with chosen warrior from the MK Team - Hans Lo!

We were very grateful to have the opportunity to talk more about some of the story and details from Mortal Kombat vs DC Universe, as well as some of the surrounding details, like John Tobias' return, the on-going saga of Mortal Kombat, and what the future might hold.

For the readers: Who are you and what is your history?
My name is Hans Lo and I am the Senior Producer on Mortal Kombat vs DC Universe (MK vs DCU). I have been in the gaming industry for about twenty years. The first nine years I worked at Nintendo starting at a Gameplay Counselor, and later being involved in QA and hardware accessory licensing.
Then for a brief period after that I worked at Crave Entertainment as the QA Manager. Then in late 1999, I joined Midway as a QA Manager. From there I moved into production working on a wide variety of games.
For the last three years I’ve been involved with the MK Team working on such titles as Mortal Kombat: Shaolin Monks, Ultimate Mortal Kombat 3 on Xbox Live Arcade, and Mortal Kombat DS.

Fifteen years of MK has built one of the fullest stories in the fighting genre, but in comparison to the seventy years of DC comics, it's still a very young world. What's it like contributing to this on-going saga that manages to be familiar, but constantly evolving?
It’s very exciting. As you’ve said, these universes are ever changing and evolving. In MK vs DCU, we’re going on more of an alternate universe storyline. It’s more of a "what if" scenario involving the DC universe, similar to what DC calls their Elseworld series. So while there is a lot of familiarity with the MK characters, we have a chance to explore how their interactions and views are effected when exposed to something that’s very alien to the MK universe.

For new fans jumping on board, what are some of the highlights of the MK story they might like to know?
Well, as I mentioned before, this is more of a "what if" scenario. So while it does take place in the MK universe, it’s not totally canon to the previous MK games storyline. What I can say about this story is that major events occur simultaneously in the MK and DC universe which leads to a cataclysmic event that forces heroes and villains from each universe to team up in order to save their worlds. These heroes and villains put aside their differences to help each other survive. Some for the good all, and others only do it for self preservation. Either way, it makes a great story. But as for now, the team isn’t quite ready to give out much more detail than this.

Word from above comes down: MK is about to collide with the DC Universe.
What's the first thing the MK team does to initiate the creative process?

Well with any game the team sits downs and brainstorm.
Ed welcomes feedback from the whole team. So if anyone has something they feel could contribute to the process, they are more than welcome to participate. One of the first thing they go over is story arc. In this case, what makes sense for both the MK universe and the DC universe. Why are they colliding? How are they going to collide? Who or what is responsible? Once a basic framework has been worked out, we had to think who do we want to populate these worlds? Basically, you start to fill the missing pieces of puzzle.

Armageddon left the MK story in a very open-ended, pliable place.
What was the impetus to remove MKvsDCU from the on-going story? How much influence, if any, does a potential MKA sequel have on the decision?

Since this crossover is something completely new for MK, we decided to reboot everything. Reboot the gameplay, story, presentation, everything.
At its core, it’s definitely still MK. By removing this game from the past storyline, it gave us sort of a new canvas to work with. It allowed us to go back and look at what we liked and what really worked on previous MK titles, without the constraints or preconception of the MKA storyline.
By doing this, I think we’ve really been able to come up with a really fun game that people will really enjoy. As for a sequel to MKA, it’s too early to say.

I do know that Ed and the team want to go back to a more traditional MK game in the sense that the game will take place within the MK universe, but right now we’re all focused on finishing MK vs DCU.

That "open-ended" quality of Armageddon left many fans wanting more of the in-game story and character development. How much are fans going to get out of MKvsDCU? In the end, will we learn or appreciate anything new about the characters or MK worlds?
Definitely, you’ll get to see more how the character act and react with each other in the situations they find themselves in this game’s story. Sometimes they’ll even behave in such a manner that while is out of character, it’s believable for the altered state they’re in. I might have said a little too much here, but when the fans play the game, this will all make sense. It’s a pretty wild ride.

There have been whispers of character appearances outside the playable twenty-or-so. How much of each universe and it's wide range of characters can we expect to see? What kinds of roles will these characters play?
Can you divulge any names, or mysteriouso hints?

Really? Who’s been whispering this? What do politicians always say these situations?... I can neither confirm or deny these rumors. I guess it’s possible for other characters to be playable. Guess we’ll have to wait and see, won’t we?

The major MK cast is hovering around the seventy character mark, and, of course, the DC Universe has hundreds of characters created over decades of publication. What was it about the characters we've seen announced that assured them a spot? They're iconic, but was there something more?
Yeah, they’re all pretty iconic, and the reason for this is we wanted characters that were easily recognizable for players that were not necessarily familiar with these universes.


No Adam, No Canary:
Neither fishnets nor mass
genocide could guarantee
characters a spot in MKvsDCU!
For example; we may have an MK fan that knows every MK character and his or her back story but may not have an idea as to who Canary or Black Adam are. The same could said for the DC fan: They may not know who Kenshi is or Bo Rai Cho are.

By choosing the characters we have for the game, it makes it much more accessible to a larger audience. But this wasn’t the only factor, we also wanted to make sure that each character in from each universe had a counterpoint. I can tell you, when it came to the decision process for this roster, it got pretty headed between the team members. In the end, I think we found a good balance. Hopefully the fans out there will agree.

Fans have spent a lot of time trying to pair characters up by certain commonalities. How much of the cast is built on specific comparisons, be they of similarity, or friction?
As I mentioned in the previous question, it was a pretty large part of the process. Both sides have so many rich and interesting characters. Some match ups were really easy, others were tougher in the sense that there could have been more than one good match up.

What led to the decision to create a hybrid villain over existing options?
How involved are the two halves prior to merging? Of the names yet to be revealed, are these characters playable, and can we still look forward to the age-old tradition of henchman sub-bosses?

Hybrid villain? Really? You don’t say. I know that the merging of the universes happens in the game. But villains? Hmmm…

[EDITOR: WorldsCollide.com alluded to a mash-up boss last month, referring to "a cataclysmic force [that] merges conquerors from two universes." Very recent leaks also revealed a "Dark Kahn" victory achievement for Xbox.]

Can you hint at all at the circumstances that merge the chief villains, or for that matter, the universes themselves? Be honest: is it Kochal?
As for the merging of the two universes, I can say that two major events occurring at the same time in each universe triggers the merging process and that it’s up to the teams from each universe to find the cause and hopefully correct the situation before it spells the doom not just one universe, but both.

The differing moral codes of each universe caused a stir when the game was first announced. Has this contrast of ideals played in to the thematic presentation of both worlds?
I think it’s because of these differing forms of moral codes it what makes this game and story great. Each side is true to itself, and because of this, it comes across in the story in an exciting manner.

Shoulder pads, loin flaps, face masks: Has the story and juxtaposition of the two franchises influenced the design of the MK characters?
While the universes are merging, the characters stay true to their universe.

In other words; Scorpion looks like Scorpion, and not some sort "DCized" version of him. The truth can also be said of the DC characters. You don’t see Wonder Woman wearing an outfit that looks like it came from Outworld or the Neatherrealm. She is instantly recognizable as Wonder Woman, golden lasso and all.

MKvsDCU promises to boast a range of story driven cut scenes in the appropriate mode. Are we going to get to see fully rendered motion video? How amazed are fans going to be? How far have things come since MK4?
The cut scenes will be rendered, but right now they’re a work in process, but even then, where they stand right now, they look pretty awesome, and they’ll look even better after we put the final touches on them. Given the power of the Xbox360 and the PS3, the characters and environments in-game look amazing.
We’ve been able to do things that we could only dream of back in MK4.
With that, even though we’re rendering the cut scenes, there’s a very consistent look throughout the game between cutscenes and gameplay.

Will characters feature individual cinematic endings as well as the conclusion to the storymode? Will these be story driven, or suggest more about the characters?
At this point in the development process, we’re not ready to divulge this information. You’ll have to be patient a little longer.

Are there any enticing details you can offer fans eagerly anticipating the story of MKvsDCU?
Well we’ve mentioned quite a bit to date.
Most of the line-up has been announced. We’ve confirmed that there will be fatalities and brutalities. Announced some of the levels. There’s really can’t say much more... yet. We’ll definitely have more in the coming month. A few more exciting things to share in the new future.

Shaolin Monks saw well known comic writer, Jim Kreuger, come on to provide writing that left some fans a little unimpressed. How important was it, in expanding the presence of characters, to examine the script?
Shaolin Monks’ story was about filling in the blanks of between the events of MK2 and MK3. So when we went into it we pretty much knew where the story picks up and where it needed to end, and how it needed to end.

For this game, because it’s more of alternate reality/timeline, we had much more freedom with the story, but at the same time, we knew we weren’t DC writers.
We could write story and dialogue for the MK characters, but while we are fans of the DC universe, we weren’t qualified. This is why we brought in Jimmy Palmiotti and Justin Gray [check out our Q&A with Jimmy!].
Both these men have experience writing in the DC universe and are both well respected in the comic world. Who better to help write the story and the DC dialogue? They both were able to help us find ways of bringing these two universes together.

The prodigal son, John Tobias, has returned. How involved is he with this, or future games? How does his presence, if at all, effect John Vogel's position within the writing staff?
John Tobias isn’t involved in the game development of the game, he is involved in a special edition comic book that supplements the game’s story line.
He’ll be bringing his artistic talents to create the drawings within the comic. So in regards to John Vogel, this doesn’t really effect his work.

Having John Tobias back in the office interfacing with the team was awesome. The newer members were excited to be able to meet and work with John, who is a legend to them. For the older team members, like John Vogel, that have worked with John in the original MK games, it was a blast.

Tobias was announced at SDCC as the penciler for a sixteen-page comic packaged with the collector's edition. That's quite short. What kind of content can we expect from that? Who's writing? Will DC characters appear? That’s right, John will be the penciler for the comic.
Like I was mentioning before, this comic is more of a supplement, or companion to the game. It’ll give you a bit more back story of the events you see in game.
The writing will mainly be done by John Vogel.
As for DC characters; oh yeah, they’ll in there. After all, this story affects them as much as it affect the MK characters. This also means there will be DC involvement in this story.

It's been well over a decade now since Malibu produced their range of licensed MK comics. It's been surprising for some that DC haven't taken a publishing role for any MKvsDCU tie-ins. Is there any intent from the MK team to see Mortal Kombat return to comics again in an expanded role? What would it take to see that happen?
I think it would be great if this happen. As of right now, there are no plans on doing anything more comic wise. However, this isn’t to say that it could never happen.

The MK Kollection three-pack value bundle will be available when MKvsDCU hits shelves. How high are hopes that MKvsDCU might induct new fans into the MK mythos? Why was Deadly Alliance omitted?
With every MK title, we always hope that we can win over new fans, and with MK vs DCU this is no different.
I guess the main difference this time around it was a more conscious thought. Having a Teen rating in North America was part of it. Mostly this can be seen in our gameplay mechanics.

This game is probably much easier for novice gamer to pick up and play than the previous versions. This is not to say that the game has no depth. We also put moves in there that the more advanced players would appreciate.
The best way to phrase it would be easy to learn, but tough to master.

With the bredth of press and acknowledgments coming in, you really get the impression MKvsDCU is another breath of fresh air for the franchise.
What does the future look like for Mortal Kombat?... Could I sell you on a sequel to Special Forces?...

All the positive press and attention for the game has garnered has been phenomenal. The team thinks we have something really special here and we’re really excited to get this game finished and out the door so that the fans can play it. It’s really energized the team. We can’t wait to start on the next MK installment.

As to a sequel to Special Forces, I’ll talk to Ed about it and get back to you. :-)

- Hans, many thanks for your time!

Mortal Kombat versus DC Universe is scheduled to hit stores November 10, available for the Playstation 3 and XBox 360! A limited collector's edition [pictured right] comes in a velvet box and includes; a print, t-shirt, making of DVD, and sixteen page comic book drawn by returning series co-creator, John Tobias!



For more on Mortal Kombat versus DC Universe, check out the official website, and our series of character spotlights and discussions: one, two, three, four, five, six, seven, eight, nine, ten, clues special, bonus one, two, three, and four!

Sunday, September 14, 2008

COVER TO COVER: THIS LOOKS LIKE A JOB FOR SUPERMAN!
What is it about Superman?
What is it that makes him one of the most recognised pop culture icons in the world, whilst also being one of the most reviled heroes among certain groups of modern day comics readers?

Recently on the Infinite Wars we took some time to stop and really think about what makes a great Superman adventure.
To communicate our suggestion we divided vague references over two posts [Last Son Part 1/Part 2], distilling our ideas into the popular crossover format of a cartoon series. It is, afterall, undeniable that animation connects more readily with the modern equivalent of what once would have been avid comics readers.

Perhaps it's too great a suspension of disbelief to accept a hero who can conceivably save a world from itself, and other. For that matter, maybe it's the arrogance of an indomitable power, that disrupts the youngsters so.

Any suggestion that Superman is 'too powerful' is quickly debunked by the presence of rival powers, who often endear far greater fandom as the slightly cooler alternative.
Likewise, as you'll find in our string of feature issues from 2005, Superman is as vulnerable as ever! So much so; the popular misconception that magic as a conceptual device is a 'weakness,' rather than a vulnerability of logic, has been incorporated into the canon, awkwardly lodged somewhere next to the more specific weakness of Kryptonite.

I do not believe weakness is the platform upon which a strong superhero is built.
As interesting as these devices can be, particularly among the emotionally vulnerable heroes that populate the gritty urban streets, they are not the solution to Superman's flagging polls.
Granted, with the advantage of rewriting history, we looked at the aspect of Superman's rivals and the manner in which those stories are carried, attempting to structure arcs around major rivalries, with occasional distractions from smaller grade villains. This is just one method.
As you'll see in the following stories, in reality, things are probably doing just fine. Perhaps if you are among the naysayers, you will find yourself intrigued enough to take a chance of Supes!

JLA: Classified #3 (March 2005)
"Seconds to Go" Morrison/McGuinness

With the Justice League trapped on a mission to the infant universe of Qwewq; it's up to the International Ultramarine Corps to respond to disaster in Africa!
Gorilla Grodd, having allied himself with the mysterious cosmic being, Neh-Buh-Loh, has begun a path of destruction intended for the entire Earth!

The Ultramarine Corps quickly find themselves overwhelmed by Grodd and his ape-army, leaving the Knight's sidekick, Squire, to make a call to her mentor's American counterpart - The Batman! The Dark Knight summons his secret arsenal of bizarre and alien technologies, as well as the resources of the League itself, in an effort to rally against Grodd and the Nebula Man.

He leaves Squire to make contact with Qwewq, leading an inhuman proxy-League to distract from the true team's absence. His automatons prove insufficient in battle with the Corps; now under the manipulation of Grodd. With Batman defeated, the Justice League are needed more than ever, but will their escaped from the infant universe come too late?...

Action Comics #824 (April 2005)
"Old Man, New World" Finn/Reis

Suffering the stress of a clash with Gog and a synthetic yellow form of Kryptonite, and the lurking threat of Doomsday; an aged Superman struggles against the xenophobic charge of Kandor's General Preus.

Having captured both the inquisitive Jimmy Olsen and the Justice League's Martian Manhunter, Preus uses Olsen's signal watch to lure Superman to his desert base where he commands an army of zealous white-supremicists.

Facing overwhelming physical odds, Superman will courageously do combat with his disillusioned Kandorian counterpart, but at the end of the battle, Preus' greatest weapon may prove to be humanity's own capacity for self-destruction.

Superman #216 (June 2005)
"Lightning Strikes Twice" Winick/Churchill

Madness tears through the bustling hum of Metropolis calm, as a rock star's suicide appears to set-off a chain reaction of violent deaths and destruction.

When the chain reaches STAR Labs' Dr. Jeannie Tracey, she kills an over zealous admirer, and uses her privilages to access a LexCorp security powersuit. With the suit, she begins a rampage of destruction designed to attract the attentions of Superman.

Battle with Dr. Tracey reveals the hidden threat of Eclipso, the villain who possess those when weakened by anger.
Superman is able to curb his emotions, but finds himself under attack where he least expected it -- in his home. Unknown to Superman, Lois Lane has been possessed, and when she manages to anger him, Eclipso takes hold.

Superman/Batman #23 (November 2005)
"Smoke and Mirrors" Loeb/McGuinness

When a Kryptonite meteor is headed for Earth, Captain Atom is volunteered to pilot a rocket ship of intervention to protect not only the planet, but also it's greatest hero, Superman, from a life-threatening shower!

When Captain Atom reemerges in Japan, Superman and Batman soon discover the meteor housed a conscious entity called Kryptonite Man, capable of possessing and embuing a host body with incredible powers of Kryptonite radiation!

Amidst struggles with inter-dimensional elopers called the Maximums, Superman and Batman find themselves unwitting pawns in a much larger plot waged between Mr. Mxyzptlk and the Joker. Kryptonite Man returns to become the latest piece in the conflict, possessing Batman to best strike at his enemy, Superman!

Infinite Crisis #1 (December 2005)
"Infinite Crisis" Johns/Jiminez

Multiple crisis' are mounting in the DCUniverse and though the Justice League may be needed more than ever, their ever diverging morals and ideals have caused a rift of disapproval and mistrust within even the inner circle of the group -- the fabled Trinity!

The final straw comes while the League's leaders survey the wreckage left by an attack on the team's satellite base. With the Martian Manhunter missing, an apparent casualty of the incursion, the group is on a knife's edge, something the villainous powerhouse Mongul intends to capitalize on when he launches a surprise attack of his own!

Instead the swine is met with the increasingly unforgiving blade of Wonder Woman, which itself is the cause for much dissention. With Batman's life on the line, and Superman's morals taking a pounding, can the League possibly recover from this internal struggle, or will this be the crisis that finally tears them apart?

Saturday, September 13, 2008

SMASH HITS: LAURIE ANDERSON


Laurie Anderson - O Superman (1981)










Laurie Anderson's politically charged, haunting synth classic took on an eerie new meaning in the new millenium, when planes plunged into the Twin Towers of the World Trade Centre. [Touched upon in our DDW retrospective.]

The song; a reference to the Jules Massenet aria, O Souverain, o juge, o père; has held varying political significance throughout it's lifespan as perhaps Anderson's most memorable track.

While the song actually bares no relevance to the superhero it shares a name with, it seemed like a vaguely appropriate song, given our recent musings on Superman as a cartoon [Last Son Part 1/Part 2]. It is also another fine opportunity to cram a great song onto the site through the flimsy premise of this weekend supplement.

Friday, September 12, 2008

HERCULES/SHE-HULK versus
BRAN THE BLESSED

(Marvel)
Where:
She-Hulk #30 When: August 2008
Why: Peter David How: Val Semeiks

The Story So Far...
Jennifer Walters: Avenger/Attorney-at-Law, at least, she was, until being coerced by magic to assault her acquitted guilty client. After breaking a restraining order upheld in favour of the evil sorcerer responsible; a mystic called Dark Art; Shulkie finds herself in the sinbin again, her tenure as a bounty hunter interrupted while she cools her heels in a Cleveland city prison.

The pursuit for justice continues in her absence, however, as her shape-shifting partner, Jazinda (who is a Skrull, FYI), borrows She-Hulk's civilian identity to pursue their target!

Bran Murphy; who was hired as Dark Art's bodyguard; has been making his own mischief, and after hearing the tale of Shulkie's misfortune, does her the credit of poisoning the sinister sorcerer. Now, utilizing the powerful bond of a celtic god, Bran channels his vengeance through the super strength of Bran the Blessed, attracting not only the attentions of She-Hulk, but the prince of power, too!

Tale of the Tape...
Strength: Hercules 6 (Invincible)
Intelligence: She-Hulk 3 (Straight A)
Speed: Hercules 3 (Athlete)
Stamina: Hercules 5 (Marathon)
Agility: She-Hulk 2 (Average)
Fighting Ability: Hercules 6 (Warrior)
Energy Power: Draw 1 (None)


- Hercules is the demigod spawn of king of the Olympian gods, Zeus, and Alcmena; the mortal daughter of the king of Mycenae. Despite a conspiracy perpetrated by Hera and Luciana to prevent the birth; Hercules was born after seven days of labor, to rule those around him, by the decree of Zeus. The mammoth child would indeed traverse many perils to grow into a mighty leader of men, whose strength became the stuff of legends.

When Jennifer Walters was the victim of a retribution shooting by a crime boss out to hurt her sheriff father; Bruce Banner, Jennifer's cousin, was forced to offer his blood as a match for a transfusion. The gamma irradiated donor blood carried over properties that turned the timid Jennifer Walters into a savage She-Hulk!
Like her cousin; She-Hulk possesses superhuman strength and durability, but unlike Banner's Hulk, she is able to control her transformations.

Both Hercules and She-Hulk have been charter members of the Defenders and the Avengers, racking up many miles of experience in battling the foremost threats in the Marvel Universe.

- Bran Murphy is an apparently violent Irishman willing to go to great lengths to inflict pain and suffering upon She-Hulk.
The motive behind his initial attack, which involved blowing up a bar populated by both the hero and innocent civilians, remains unknown. Further investigation, however, reveals the potential influences of ancient powers who may have in fact manipulated Murphy as a human host.

Math: Hercules & She-Hulk Ranking: She-Hulk (#237)

What Went Down...
Offered a full pardon in exchange for her services as the sensational She-Hulk; Jennifer Walters negotiates the release of a fellow jailbird, before stepping directly out of the pan, into the fire of a sixty-foot tall demigod called Bran!

Running the rooftops above, in a torn shirt, is the outlaw prince of power - Hercules! The Greek demigod, whose involvement is strictly non-official, suffers a dismissive swat as he launches himself at his Celtic rival.

The harsh descent leaves Hercules pron, but even as he struggles beneath the mighty heel of the towering Bran, She-Hulk makes her presence known with a leaping fist to the chest! The unsuspecting Celt swipes back, but is swept off his feet by the prince of power, whose godly muscles give him the strength to topple Bran the Blessed like a glorified caber!

Shulkie flexes her own bulging biceps in the nick of time to stop the toppling titan crushing scrambling citizens at ground level. Bran the Blessed defers blame to his Greek counterpart whilst shrinking to a less dangerous size, all the while denouncing the once worshipped demigod as an ego too arrogant to care for the lives of humans around him.

Hercules takes exception to the accusation, but before he can channel his rage in PPI, She-Hulk puts a grapple on to probe for information. The exposition proves brief as Bran lets fly the taunts, stirring Hercules' temper to boiling point!
He effortlessly tosses his jade-skinned ally aside to reach his foe, but before a Herculean beating can be dealt, the giant-sized demigod turns to flee, fearful for the requisite safety of his host -- Bran Murphy -- now discovered by Jazinda.

She-Hulk again lays her hands on her ally in battle, this time to propel Hercules with an offensive maneuver known in some circles as the fastball special...

The velocity of the pitch turns Hercules into a humanoid torpedo, allowing him to deliver the finishing blow -- a decapitation strike to the Celt's vulnerable throat!
With the demigods' block literally knocked off, (by way of a mythic weakness incurred by the historic removal of the immortal kings' head), Herc and She-Hulk are free to make a hasty exit (for some lovin's, as it were).

The Hammer...
Y'know, we've been talking Hercules up as the year's most improved player, so it seems fitting he finally pick up the win with the vital assist coming from She-Hulk!

Time and economics have conspired against any valid commentary or reflection on the battles of 2008, but while out and about, I decided to make a couple of a concessions at the not-so-local newsagent. This issue of She-Hulk was one of the things I grabbed off the shelves, and admittedly, I kinda had my hopes set on a post-WWH She-Hulk/Hercules gaff. Alas, t'was team-up I did find within these pages.

It's been quite a while since I picked up She-Hulk.
Actually, those conspiring forces that have kept me away from most recent monthlies have been doing a pretty good job of it for quite some time now.
It was the break between 'seasons' that saw my dedication to the breakout hit of 2004 wane substantially to the point of missing out on the eventual reboot.

I'm an ideas man, but the more I indulge, the more I realise refreshing art direction can be as important to my reading habits as anything else.
While it was undoubtedly Dan Slott's ability to play with all corners of the Marvel Universe and the high-concept of superhero law, in his absence, I begin to appreciate the importance of Juan Bobillo's stay puft pencils.

Val Semeiks delivers competent sequences and some big time superhero action, but falls short in the finer details. His She-Hulk, while packing a suitable amount of presence, teeters a little uncomfortably on the bulky side of human anatomy. This is something that appears to carry through with his figures who have the air of appearing somehow incomplete, but I wonder if that might not be partly the responsibility of Chris Sotomayor on gradient-happy digital colours.

Conceptually, She-Hulk's being driven by a variety of influences that have now come to include [Peter] David's own cross promotion with pet project, X-Factor. While everything you would expect of a baseline comic is well covered, one can't help but shake the sensation that this is a superhero title at it's most forgettable. As much as we've come to champion the seemingly inconsequential on the Infinite Wars, given the history of the book, it's just such a shame to come back to this.

Dan Slott's first year on She-Hulk brought such a vibrancy and delightfully refreshing kitsch that it's impossible to ignore comparison. As a character, She-Hulk continues to have enough personality, albeit, defined by her sex-drive, that she deserves a solo-title. Yet, I almost feel such a pedestrian read is counter-productive, if not a discredit to the potential of a fringe series.

"GG Studios' Vincenzo Cucca" is looming on the "next issue" horizon with a far superior digital render to his artwork. Perhaps for the first time since Bobillo, the series looks to get a visually distinct treatment that appears both new, yet undeniably suitable. I had to get that last bit in, because I'm sure the faint presence of animé-inspired artwork will get other reviewers' Y-fronts in a twist.

I enjoyed revisiting She-Hulk. Trainspotters will know she served as an anchor on our monthly Super Stock rankings for a long time. I'm fond of the character! I just wish it could've been under different circumstances.
The apparently stacatto'd presence of a conspiracy-plot, told through unwinding structural devices, seems tedious and uninteresting, devoid of any real hook.
Though fun, #34 reads like a classic assembly line comic maintaining the brand, and I'm not entirely convinced that isn't the case in previous issues also.

The Fight: 4.5 The Issue: 3.5

Not convinced? Disagree? Want to know more?
You can pre-order Vol.7 of She-Hulk in collected trade (including this Hercules-packed issue and the X-Factor crossover) through Amazon. Not only do they offer affordable prices and convenience, but by using purchases links supplied, you also help sponsor future entries in the Infinite Wars! Alternatively, if you want to fall in love with the initial Slott/Bobillo revival of the character, you should check out Vol.1, or any of the other titles on offer in the Amazonian Gift Shoppe! On offer are a wide variety of titles containing issues reviewed in the Secret Archives. Mixed bag o' fun, t'be sher!

Thursday, September 11, 2008

QUICKFIX: LEI WULONG vs BRYAN FURY
What's This Life For? (Image/Namco)
Where: Tekken Forever #1 When: December 2001
Why: Dave Chi How: Paco Diaz

The Tape...
Strength: Bryan Fury 5 (Superhuman)
Intelligence: Lei Wulong 4 (Tactician)
Speed: Lei Wulong 3 (Athlete)
Stamina: Bryan Fury 6 (Generator)
Agility: Lei Wulong 4 (Gymnast)
Fighting: Lei Wulong 5 (Martial Artist)
Energy: Bryan Fury 2 (Projectile)

Math: Lei Wulong Ranking: Draw (NR)

The Fix...
In the couple of years we've had with the Infinite Wars, we've learnt there's an inevitable sentimental throughline that creeps into each year. Previously it was the underlying ranking support given to Daredevil (2006) and Black Adam (2007) that defined our years, but with the release of four 'now generation' sequels from major fighting game brands; 2008 has been the year of the beat 'em up.

Namco's share of the market has been two-fold, boasting new additions to both the Soul series, and more importantly for us, the sixth core sequel to Tekken!
Yet to make it's way home to the Playstation 3; Tekken 6 has been part of what might be described as a mini arcade revival, expanding this week [September 18] to include a brand new iteration dubbed, Tekken 6: Bloodline Rebellion.

Like the PSP/Arcade expansion for the last game, ("Dark Resurrection"), Bloodline Rebellion boasts a host of updates, including; two new playable characters, expansions to the customization system, and new fighting arenas. As would be expected, it also contains everything Tekken 6 does, including newly introduced projectile attacks - a first for the Tekken series!

As with Tekken 6; Tekken Forever centres it's twenty-two pages on the struggle of wills between Kazuya Mishima and his estranged son, Jin Kazama. In that respect, it might seem unusual that we would first shine our quick fix spotlight on the dangling subplot of Bryan Fury's superhuman rampage, but stay with me!

For those who came in late: Tekken Forever was the product of ill-fated licensing by now defunct publishing studio, Dark Design Works.

Despite grand plans revealed on their website - DDW's attempts to reveal the truth behind mysteriouso Tag Tournament boss, Unknown, along with expansions to other game plots, failed to reach beyond the introductory content of the first abrupt issue of Forever. This failure to release subsequent issues and spin-off mini series, (King of Iron Fist and Tekken Infinity), was the subject of curiosity in our last entry on the issue [February 05].

I chose this particular fight because it allowed us to stick to our conventional format, while also highlighting several relevant points. The scene, built around Interpol maneuvers against Kazuya Mishima's forces in Egypt, contains examples of the typical best and worst of what DDW had planned for the Tekken franchise.
It also features Lei Wulong in combat with stalwart cyborg, Bryan Fury, whose nigh indestructable form gives him the edge to overcome Interpol's armed forces, including an M-16 packing Wulong himself.

In follow-up to Knightstone Comics' dismal Tekken 2-inspired efforts; DDW undoubtedly lined up a far more impressive visual take on the gaming icons, putting forward solid, contemporary comic artwork with an attention to the designs of then-looming Tekken 4. Alas; visual competence could not accomodate a mediocre script that, by admission of the creators, struggled to connect the dots of available information in the games. Making cheesy dialogue the more difficult to read, lettering that defies industry standards, let alone any moderately experienced Photoshop user.

On the subject of the newest game, the comic prophetically makes a comment on the decision to include projectile attacks into the standard fighting platform of the game. Wulong's gun-toting advances, proving insufficient, are quickly replaced on the advice of his antagonist with martial arts prowess -- something that's always been a unique backbone to the series, in contrast to previous icons of the genre, like; Street Fighter, King of Fighters, and Mortal Kombat.

Like most of the major franchises hitting shelves in 2008; it seems Tekken has failed distill it's sequel with the necessary balance of progress and consistency, continuing a stylistic vein introduced in Tekken 5, that has now removed the series from much of it's asthetic and core focus.

Projectile attacks, some of which quite pleasantly play to established character beats, are but an incidental accompaniment to larger concepts. In painting an apocalyptic vision of the blood war between inheritors of the Devil-gene - Kazuya Mishima and his son, Jin Kazama - the series has opened up to an asthetic reminiscent of the Mortal Kombat series. T5, in truth, bore many subtlties common to their American counterpart in music, stage design, and some characters - like the newly introduced Chinese kung fu antagonist, Feng Wei; whose design and concept echoed the inspirations of vintage MK.

I wanted to talk about details like these in more detail, but, in researching the fate of DDW, I found myself compelled only to touch on the necessary details that would entail in an honest, respectable review and discussion.

This issue and series is dedicated in loving memory to Linda B and all those whose flame of life was extinguished by acts of terrorism.

The issue bares a publishing date of December 2001.
Linda B, as far as I know, was Linda Baker, a moderator on the message boards excitedly patrolled by DDW staff. In pursuing what became of these comics, the epigraph took on unfortunately obvious post-9/11 meaning.

Sadly, and maybe disturbingly, information on Dark Design Works is exceptionally scarce. Usually a Google search will touch on something vaguely related, but if it's there, it isn't turning up for my searches. Perhaps, despite the group's online presence at the time, it's a symptom of the revolutions of short attention spans that have dictated the modern face of the internet. 2001 was quite a while before Wikipedia, after all. Maybe someone with the facts will create a page later, because finding people who were there to know is like pulling teeth.

Comics, with their spirit in New York City, was irrevocably touched by the impact of the September 11 attack on the World Trade Centre. I don't doubt that there were many in the industry greatly affected, but for me, this is the first time I've come close to encountering any direct link to this horrific event.

As a fan and critic I probably have more things negative, than positive, to say about this comic. I imagine direct market sales were unimpressive, as would be the general reception of the issue by the few even aware of it. That really doesn't seem to matter, however, in the context of this particular review.

Lei battles valiantly, but is overpowered by Bryan Fury's cyber-organic strength.
Yoshimitsu, another popular cyborg character from both the Tekken and Soul Calibur series, comes to the Hong Kong hero's aid, with no conclusion.

I'm sure I would have liked to have known how the story ends.
If, as I'm led to believe by word-of-mouth, that DDW, or at least one or more of it's representatives, were located in the Twin Towers, I'm pretty sure it shouldn't have ended like this. This is the footnote that makes this issue more than a licensing oddity in a collection of martial arts video game tie-ins. This is what makes Tekken Forever #1 a very important milestone, I'm sure, to the people who made it, and a piece of comic book history.

The Fight: 5 The Issue: 4
Winner: Draw

Tekken Forever boasts a considerable amount of martial arts action, moreso than many of it's genre licensed counterparts. We will almost certainly take another less dramatic look at the content of the issue at a later date! If you have more information about DDW, why not contribute it to a Wikipedia page, and inform us in the comments. Cheers!

Wednesday, September 10, 2008

SHIPPING LIST: SEPTEMBER 10, 2008
You can probably find complete shipping list updates on most major comics sites. Consider this an opportunity to either do all your info-shopping in the one place, or get a speculative perspective on what might be worth checking out. These are untested reads. Secret Wars on Infinite Earths can offer no guarantee or endorsement of quality. These are simply titles that may be of potential interest. Some items may ship late.

The Infinite Wars now has a gift shop!
Now you'll find Amazon purchase links to hardcovers, trade paperbacks, and other collections, not only on regular entries -- but also new releases at the bottom of the Shipping List, and now a whole catalogue of potential purchases via the Infinite Wars: Amazonian Gift Shop. [Men are also welcome!] By shopping with Amazon via our purchase links, you not only find yourself a great deal, but also sponsor future entries on the Infinite Wars.

READ THE PREVIEW - VISIT THE SITE - BUY THE COMIC

Thin and Crispy...
JUL080128 BATMAN CONFIDENTIAL #21 $2.99
JUL080138 BOOSTER GOLD #12 $2.99
JUL080045 BPRD THE WARNING #3 (OF 5) $2.99
JUN082255 DYNAMO 5 #16 $3.50
JUL080142 GREEN ARROW BLACK CANARY #12 $2.99
JUN082261 I KILL GIANTS #2 (OF 7) $2.99
JAN082077 INVINCIBLE #52 $2.99
JUL082181 KICK DRUM COMIX #1 (OF 2) $5.99
JUL082366 NEW EXILES #11 $2.99
JUL082328 PATSY WALKER HELLCAT #3 (OF 5) $2.99
JUL080102 TRINITY #15 $2.99
JUL082258 ULTIMATE ORIGINS #4 (OF 5) $2.99
JUL082357 X-MEN MAGNETO TESTAMENT #1 (OF 5) $3.99

The Deep Dish...
- JUL082264 AMAZING SPIDER-MAN #571 NWD $2.99
Okay, let me get this straight... The Thunderbolts come to town and then somewhere in the mix you've got former-Scorpion Mac Gargan, Eddie Brock with white and black cooties, Spider-man, Green Goblin, and some other goblin who got introduced in the previous weeks of boring filler? Six months after the Spider-Boycott on the Infinite Wars officially took hold it looked like we were finally going to start entertaining the thought of reconciliation, but this just smacks of garbled desperation in a book that's doing everything but what it set out to! Who's in charge here?!

- JUL082271 BIG HERO 6 #1 (OF 5) $3.99
Y'know, with all the talk recently about international heroes [Justice League International; Infinite Wars Olympics] I have to admit I had Big Hero 6 in the back of my mind, so it's a small thrill to find it on the shipping list! I had no idea anything was in the works! It doesn't look like Silver Samurai or X-Man-turned-Marauder, Sunfire, have made the cut, but with the manga stylings of David Nakayama carrying through to the interior designs, hopefully this will be an opportunity to get to know something fresh and new. Chris Claremont writing is cause for some concern, but historically he's been a great ambassador for properties centred around international influences, so hopefully that balances out any of the naff.

- JUL082282 CIVIL WAR HOUSE OF M #1 (OF 5) $2.99
If not for the sheer mediocrity of it; Brian Bendis' 2005 Marvel-wide crossover would've been thoroughly forgettable! Why it is, then, that Marvel are intent on mining the meagre franchise for more, is beyond me. It's probably fair to say [Christos] Gage milked some unlikely success from revisiting the event with House of M: Avengers, but I'm not sure that was cause for more regular visitations. Gage returns with a slathering of marketting, this time baring the Civil War branding in the title, whilst recalling the alternate universe rivalry between Magneto and Apocalypse that was well handled by HoM's superior predecessor, Age of Apocalypse. Lightning might yet strike twice, but I have my doubts, expecting further redundancy from a title that could've just as easily been a return to the AoA or Heroes Reborn universes.

- JUL082316 DEADPOOL #1 SI $3.99
Deadpool's back, and so is the $3.99 price tag!
Now probably isn't the time to complain about pricing, but with Daniel Way on writing, it's probably going to be a more interesting subject. Between the growing familiarity of $3.99 and Image's regularly appearing $5.99 price for forty-eight pages, it feels like comics pofiteering is going in the wrong direction. It's nice to have Deadpool back in his own monthly, but it'd be even nicer if I could at least pretend it was worth the price of admission...

- JUL080108 FINAL CRISIS REVELATIONS #2 (OF 5) $3.99
ARTWORK: Alex RossThe Spectre wants to kill the Question? Really?
I have to fully submit that I'm making absolutely no effort to read or be interested in this, but damn. I'd like to think the overly long title and poor marketing of the previous book was what shot it in the foot, but as Renee Montoya - and more specifically, Batwoman's - exploits continue to unfold; it feels more and more like Greg Rucka spinning his wheels. I want to say something supportive, but short of a copy magically falling from the sky and revealing the hidden treasures of the universe, I'm not sure I can.

- JUL080143 GREEN LANTERN CORPS #28 $2.99
The Blackest Night begins here! 'Nuff said!

- JUL082292 MARVEL ADVENTURES HULK #15 $2.99
- JUL082293 MARVEL ADVENTURES SPIDER-MAN #43 $2.99

Even though I switch back and forth between loving the Adventures brand, and resenting that it feels like a giant internet Meme, there's no denying -- these comics are going to make the forgotten villains cool again!

- JUL082305 SECRET INVASION #6 (OF 8) SI $3.99
Speaking of Bendis crossovers that fall short...

- JUL080150 WONDER WOMAN #24 $2.99
Chick-Bendis, er, Gail Simone, delivers the first truly intriguing solicit since taking the reins of DC's unconvincing number-three. Apparently a fight with the Devil has DCU Hollywood interested in producing a Wonder Woman movie - which is the exact opposite of what seems it'll take to get the same done in our world. One can only hope Simone's rumored sense of humor gets ample opportunity to poke at WB's bumbling of the franchise.


Know Your Trade...
MAY080204 BATMAN THE BLACK GLOVE HC $24.99
JUL082389 DAREDEVIL PREM HC GUARDIAN DEVIL 10TH ANNIV ED $24.99
JUL082409 ETERNALS BY JACK KIRBY TP BOOK 02 $24.99
JUN080279 FREDDY VS JASON VS ASH TP (MR) $17.99
MAY080219 GOTHAM CENTRAL HC VOL 01 IN THE LINE OF DUTY $29.99
JUL084101 SILENT HILL SINNERS REWARD TP $17.99
JUL088045 WATCHMEN TP INTERNATIONAL EDITION $19.99
JUL082407 X-MEN VS APOCALYPSE TP VOL 02 AGES OF APOCALYPSE $29.99



Monday, September 08, 2008

INFINITE WARS: THE LAST SON (PART 2)!
Look, up in the sky! It's a bird! It's a plane! No...!
It's the latest cartoon pitch for the last son of Krypton!


Last week we launched into the self-indulgent schpiel that was the beginning of our episode summaries for a hypothetical new Superman cartoon. Admittedly, references to the nature of this round of supplemental material was vague. I thought it might be fun to actually attempt to contrive a hoax scenario that suggested this stuff was coming from a manuscript accidentally abandoned at a convention by 'powers that be.'

Rather than face the potential wrath of emotionally betrayed fans, or dare to associate myself with established professionals, we're coming at it a bit more clean this time.

I imagine longtime readers will slowly be coming to recognise me as a traditionalist, albeit with an interest in strong creative directions built on logic. I believe characters are defined by their fiction and should not be unduely manipulated, yet, at the same time, I do believe in radical changes in ones world, and appreciate well measured progress.

Cartoons, like any adaptation, are a tricky business.
In covering Mortal Kombat versus DC Universe, I'm reminded how deviations in adapted material can be cause for undue confusion with the uncertain, uninitiated, and stubbornly dedicated to what they find familiar. Yet, for whatever reason, it's always an attractive prospect to craft a new version of events familiar to source material. Sometimes this happens out of necessity, or, as is the case with the mildly offensive modern 'toon, The Batman, stylistic reasons.

Inspired partly by the vibrant design of Superman-X
from the Legion cartoon [pictured top of page]; I wanted to reimagine a Superman that could design a very unique take on the DC Universe, starting with their first major superhero.
Last Son is designed with an energy and animation ethic similar to The Batman in mind, even if designs skew in a very different direction. I would almost describe the intention as MTV Superman, if only to refer to a desire to aquire a soundtrack built from popular artists, rather than original score.

I'm no artist, but maybe as we revisit our hyopthetical Superman continuity, I'll be able to communicate some ideas clearer, like a Martian Manhunter design contrived to be more alien in the superhero landscape, complimenting the distance place between he and the heroes of the series.

J'onn J'onnz - referred almost exclusively to as 'The Martian' - is a throughline to the first series of Last Son that encapsulates an approach that draws heavily from the DCU canon, but repurposes that information for a new interconnected piece designed to lend much greater weight to characters and ideas.
The prevelance of guest heroes, rather than villains, is a deliberate design that might become more evident as we elaborate on imaginary tales later in the series, such as the extension of the series one cliffhanger.
As with many ideas, the intent to clearly define the cartoon as a removed reality from the core DCU, is something that could be explored in future episodes/series. I rather like the idea of building each subsequent series around storyarcs that are derived from elements in comics. This introductory series of First Son does not have the luxury to dwell on a single idea to that extent, but amidst the intros to Krypton's history, Metropolis, and heroes in the DCU, is the developing arc of relationships with Martian Manhunter and Lex Luthor.

If you missed it, you might like to flip back to the first half of the series, to better appreciate what unfolds toward the two-part season final.

== Episode Seven: Character Assassination Part 2 ==
Both Superman and Luthor begin patrolling the Metropolis skies in an effort to uncover the elusive Martian, who has used his shapeshifting abilities to blend in with humanity. Utilizing a powersuit built from Kryptonian and Metallo technology, Luthor uncovers the Martian and drives him out of the city once more.
Just as the Martian begins successfully dismantling Luthor's armor, Superman arrives to save the day, or so it seems. Superman this time finds himself unable to combat the Martian's strength, saved only at the last minute by the exposed Luthor, who uses a flamethrower in his suit's gauntlet to drive the Martian into a retreat

Superman returns to Metropolis amidst a media storm over Luthor's comments. To counteract growing mistrust and paranoia, he offers the story of his origins, and the planet Krytpon, to Lois Lane in a Daily Planet exclusive. The flashback reveals the history of Krypton that ended with a mysterious catastrophic event that destroyed the planet, leaving Superman to be it's only survivor, rescued by his father's advanced technology.

Upon release the story appears to be having a positive effect, but when Clark Kent arrives at the Daily Planet, he is shocked to find "Superman" holding the building hostage with demands they retract their story.

== Episode Eight: Character Assassination Part 3 ==
Held hostage by an impostor -- Superman, as Clark Kent, is forced to play the victim while his double threatens to destroy the building if the Planet does not print an apology for their story on his home planet.

Lois Lane takes centre stage as she attempts to act from within the building to thwart the impostor Superman's plans, which are revealed to include placing explosives throughout the building at superspeed prior to his incursion.
Lois discovers a bomb when she is shocked to find herself by the Batman, who entered the building unnoticed. Together they learn the bomb is a fake, confirming Batman's suspicion that there are no bombs at all.

Batman returns to the street to confront the impostor Superman, donning a powersuit along the way. While Batman battles the impostor in the streets, Lois frees her colleagues, revealing the false bombscare to Clark.
Slipping away in the chaos Kent jumps into action as Superman, joining a shocked Batman, who had believed the hero to have gone rogue. Together they discover the impostor to be a cyborg replica, but before they can destroy it, Lex Luthor's Special Forces arrive to do the job for them.

Batman leaves Metropolis with a little more faith in Superman, shifting his suspicions when Lex Luthor emerges in the press once more, to smear Superman's name and take credit for saving the Daily Planet from the 'undetected bombs'.

== Episode Nine: Father's Day ==
Clark returns to Smallville to spend Father's Day with his adopted parents, but soon finds himself face-to-face with his biological father, instead.
The confrontation of his life on Earth as a virtual reality simulation is only made worse when his father, Jor-El, reveals it was a military training exercise to help him infiltrate human society before conquering the planet.

Though enticed by the possibility of sharing moments with his birth parents, Superman is soon able to find his way out of the dream, and into reality, where the Martian is revealed to be employing a new attack -- telepathy!

The two alien titans clash, but when their battle endangers Ma and Pa Kent, the Martian retreats, promising in defiance of Superman's objections, that he will return for revenge on the destroyer of Mars.

== Episode Ten: A Thousand Words ==
Having returned from his weekend in Smallville late, Clark is right up against a deadline for a piece on Lex Luthor's youth in Kansas.
Super speed gives Clark the edge he needs to complete the story, but on the order of Perry White, it's the graveyard shift for he and Jimmy Olsen race to find an old photo from the basement archives.

Their first real chance to bond, Jimmy lets slip that Lois has shown glimpses of a rare personal interest in the Planet's new reporter. Clark recalls moments shared during the Impostor Robot Superman's attack on the building, and admits his own clumsy feelings.

With a little help from Jimmy, Clark makes his deadline, and sends Lois a collage of photographs pointing to a romantic rendezvous outside the city.
Though outwardly reluctant, she accepts.

== Episode Eleven: Green Part 1 ==
The Martian returns to STARlabs for the first time since his teleportation to Earth deep within the bowels of LexCORP. Using previously hidden powers of invisibility and intangibility, he lurks through the laboratory, witnessing many experiments and technologies, before his eavesdropping reveals the hospitalization of the scientist responsible for his predicament.
Disguised as a police detective, the Martian visits the critically ill Dr. Mark Erdel, whom he had injured during his escape of STARlabs. In a shock twist, it is the scientist who apologises for unwittingly plucking him through time and space. He reveals his own morals had been compromised in his desire to utilize Luthor's facilities to satisfy his scientific curiosity. He warns of the lengths Luthor will go to to obtain power from the universe.

At STARlabs, Luthor's inner sanctum is revealed to the viewer for the first time, where Luthor himself has a collection of exotic technologies. He ponders the moment of weakness he'd witnessed in Superman during his own battle with the Martian, and in doing so, begins to observe the green gem in his ring, which had been exposed during his fight, as more than a fidgeting distraction. He puts the gem under a microscope and begins researching.

Meanwhile, the cosmos appears to put on a lightshow for Clark and Lois as they enjoy their dinner date on the grassy hills outside Metropolis, but when a shooting star burns a bright green, Clark knows all is not as it seems...

== Episode Twelve: Green Part 2 ==
In the Mojave Desert the silence is broken by a falling satellite!
From the crater it leaves climbs a pink-skinned alien garbed in the black and green uniform of the Green Lantern Corps. Fatally wounded, the staggering alien orders it's ring to tap into local transmissions and accumulate data for local language and the recruitment of a new agent to the Corps.

Still disguised as a human, the Martian learns from Dr. Erdel of secret experiments that had uncovered signs of life on present-day Mars, decades after the time period the Martian was pulled from. He regrets his team's failure to create a means of returning the Martian, but informs him of an old space craft acquired from the US government. The Martian, with extreme reticence, recalls seeing something familiar in the labs.

Meanwhile, across the country, Superman does his best to follow the estimated trajectory of the shooting star he witnessed the night prior. From the skies he undertakes the task of scanning the Mojave Desert for signs of wreckage - an event not unnoticed by the fallen alien, Abin Sur.
The ring, using sophisticated technologies to assess the suitability of subjects within a massive radius, finds three potential recruits for the Corps. Superman, one of them, is deemed unsuitable because of his alien origins, but the ring isolates the nearest candidate and encases Abin Sur in a containment pod constructed from green energy, before leaving it's host.
Superman, spotting the crater, finds the pod, but is unable to penetrate it's strange energy-based structure. Reluctantly he realises the only person he knows equipped to deal with the alien is Lex Luthor, and so, flies back in the direction of Metropolis.

At the Metropolis hospital, Dr. Erdel's vital signs begin to waver, and as he suffers a heart attack, he tries to compell the Martian to understand humanity's capacity for both evil, AND good. He begs him to find value in the preservation of this self-destructive species, but before he can clarify the nature of a potentially imminent threat, he is surrounded by surgeons who do not see the now invisible Martian.

In the desert, the Green Lantern ring returns with an unconscious human housed in a green energy craft. The human is Hal Jordan -- a pilot of great courage who is deemed willful enough to possess the ring. Freed from his energy pod, Abin Sur uses his dying breath to warn Jordan of a coming threat that attacked him on Mars, forcing him to abandon his ship and endure the lethal entry of Earth's atmosphere. He compells the pilot to take up the oath of the Green Lantern and protect humanity from certain DOOM.

In Metropolis, Superman makes no effort to remain unseen as he smashes his way into LexCORP. He cuts a path to the impenetrable core of the STARlabs facility and calls desperately for Lex. Luthor emerges, but as he does, Superman suddenly begins to sweat and feel weak. Luthor decrys Superman's suitability as guardian of the human race and vows to ascened himself, introducing Superman to the crystal that will be his strength -- Kryptonite.

In the city streets, still disguised as an anonymous detective, the Martian looks to the heavens, and seeing clearer than any mere human, he observes the tiny spec of a space craft heading for Earth...