Green Lantern: Crimson Clash

March 21, 2012

Since Green Lantern: The Animated Series has returned to television screens everywhere, a new browser-based video game has appeared to help promote it. Green Lantern: Crimson Clash is a simple shooter in which Hal Jordan faces off against a few Red Lanterns in a fight to the finish.

You start by selecting an opponent (Razer’s up first, of course), and you’re immediately dropped onto a planet surface to battle them. The game plays like many horizontal shooters of yore, where you’re flying to the right and you need to blast your foe into oblivion.

What sets Crimson Clash apart somewhat is that your health is represented by your willpower…and it’s constantly draining. To restore it, you need to score hits on your opponent. This boosts your combo meter, and you can use it to recharge. If your combo meter reaches a very high level, you can also unleash a special attack like a giant fist construct.


Sorry that the fist is hard to see here; taking screenshots while playing wasn’t easy!

Last but not least, you can log in with your Cartoon Network account allows you to save your progress, as well as the badges you’ve earned. These are the same as Xbox Live Achievements or PSN Trophies, and there’s six in total:

  • Blasteroid – Mystery badge

  • Going Green – Beat Level 1
  • Rapid Fire – Get a combo of 100
  • Green Lantern’s Light- Beat the game
  • Master of Willpower – Beat a level with 100,000 points
  • Unbreakable Will – Beat a level without getting hit

The whole game is built in Adobe Flash; the graphics and sound aren’t bad, and the game controls just fine. It’s just incredibly simplistic. Crimson Clash is nothing special, but as with most browser games, it’s a fun diversion.


Green Lantern: Rise of the Manhunters

February 13, 2012

I picked up the PlayStation 3 version of Green Lantern: Rise of the Manhunters for twenty dollars at Toys R Us a little while ago, and now that I’ve finished the game, it’s high time that I review it. Better late than never!


Release Date: June 7, 2011 • Developer: Double Helix Games

If you’ve played any of the God of War games, then you’ve played Rise of the Manhunters. It’s a complete and utter ripoff of Sony’s revered gory action series, but the game makes no bones about that fact. In many respects, it’s an homage more than anything else! I’m going to be making a lot of God of War comparisons in this review, but given how incredibly similar Rise of the Manhunters is, there’s really no escaping it.

The plot is simple: the Manhunters have attacked Oa, and using yellow fear energy, they plan to bring down the Guardians and the Green Lantern Corps. It’s up to Hal Jordan (and Sinestro in cooperative mode) to deal with the threat, and as you run around different environments, you smash into your foes with light and strong attacks that can be chained into combos.

Your basic attacks are simple constructs like swords and hammers, and you can use them endlessly without worry. Other constructs are automatically gained at specific points in the story (like the baseball bat and hover mines), or you can collect orbs in order to level up and purchase new ones. These special constructs, such as a rocket punch or jet fighter, require extra willpower to use; so, of course, you’ve got a finite meter for that. Beating down enemies will refill it, and there’s random containers that also contain green energy. After getting in enough fights, you can activate Ring Surge, which grants you infinite willpower for a short time as well as higher resistance to damage.

Ultimately, Rise of the Manhunters boils down to a lot of button mashing. Some strategy is needed when fighting bosses, but otherwise, attack-attack-attack is the way to go. There’s some simple puzzles to solve, quick time events to defeat larger enemies, and a few flight missions as well. The latter is just flying and shooting everything in sight; while it’s nice to break up the ground-based action, the flight missions are the same flying shooters you’ve played a thousand times before. Even God of War had more variance than this.

Let’s talk about some Green Lantern-specific aspects of the game. In terms of continuity, Rise of the Manhunters takes place in the film universe…but seemingly ignores that the film happened. It almost works as a sequel, but only if the Green Lanterns had never heard of yellow fear energy before. (And if Sinestro had never grabbed the yellow ring during the credits.)

Other than the Manhunters, the Zamarons show up, and their use of love’s violet light is explicitly stated. (Though strangely enough, they use staves like the Indigo Tribe. Weird.) No other Corps appear in the game, but the blue light of hope represents your life energy.

Rise of the Manhunters‘ graphics are nothing terrible, but could use a little more variety. Hal traverses a lot of rocky environments and machine interiors, and that’s about it. The character models are pretty good, though, and Hal really does look Ryan Reynolds. Just don’t except the visual fidelity to be as good as top-tier titles; it looks more like early PS3 and Xbox 360 games than anything recent. (Sorry about the lack of screenshots; please check out the June 16, 2011 batch on Gamespot for in-game images.)

The audio is what you’d expect: plenty of laser blasts, smashes, and explosions, with a soundtrack that’s completely forgettable. The voice work fares a bit better; Double Helix was able to hire Ryan Reynolds to reprise his role as Hal, and to his credit, he does an admirable job. The script isn’t so hot, but it doesn’t feel like Reynolds was phoning it in. Veteran voicce actor Kevin Michael Richardson does a great job as Kilowog, but the rest of the cast’s performances were nothing special. Marton Csokas tried his best as Sinestro, but his delivery can’t hold a candle to that of Mark Strong’s live-action portrayal.

Overall, Rise of the Manhunters doesn’t quite live up to the God of War games it’s so desperately trying to emulate. The gameplay and visuals are extremely repetitive, the story is quite generic, and even the “twist” is blindingly obvious from the very beginning (especially if you’re a longtime Green Lantern comics reader). Rise of the Manhunters is of fairly standard action game length — five to ten hours — but there’s also no replay value unless you want collect all of the achievements or trophies.

If you’re a God of War fan and a Green Lantern diehard, then you’ll likely enjoy this game, especially at the sweet spot of twenty dollars or less. Double Helix made a far better game compared to most other licensed garbage, but it’s certainly not worth full price. If the adventures of Kratos or other beat-’em-ups aren’t your thing, or if you demand a lot of replay value from your games, then pass on Rise of the Manhunters.


Green Lantern Battle Cards

June 8, 2011

I discovered recently that Green Lantern: Emerald Adventures is no longer available. All is not lost, however; in its place is a new game entitled Green Lantern Battle Cards.

Trading card games are all the rage, and while stalwarts like Magic: The Gathering and Pokémon rule the roost, there’s enough imitators and clones out there to please any palate. The Green Lanterns were featured heavily in the now-defunct VS System trading card game, but Battle Cards stands out by featuring movie-style characters and — more importantly — no cost of entry. Let’s dig in!

When you first start the game, Kilowog appears to teach you the ropes. You’ve got a deck of eight cards, four of which are randomly dealt out at the start of a battle. Each turn, individual cards face each other in combat, which is known as a fight. All four card fights together are a battle, and if you win the best of three battles, you move on to the next mission. It’s less confusing than it sounds, honest!

So…how does combat work? Each card features an attack value and a damage value. During a battle, your pick any of your four cards to go up against an enemy card. Whoever has the highest attack value wins the fight! (Usually. More on that later.) The fights are accompanied by animations relevant to the characters on the card; for example, Green Lanterns attack with constructs, while Weaponers of Qward use lightning.

What if your cards all have weak attacks, and you need to take down some powerful opponents? That’s where willpower comes in. Using willpower points multiplies the card’s attack power; for example, using three willpower points on a card with an attack value of two will result in a final attack power of six for the fight. You’re given ten willpower points at the start of a battle, and you can earn more by winning fights.

At the end of a fight, damage is applied. Each card has a damage rating, and if you win a fight with that card, your opponent’s health will be reduced by that number. A health value of zero will lose the battle; otherwise, whoever has less health after all four cards have been exhausted will lose.

You can even level up your cards to make them more powerful. After each battle, you’re awarded experience points based on various factors, like how many fights you won in a row. These points can be spent to level up your cards, but use them wisely; it take a while to accumulate enough points for even one card.

For you achievement and trophy whores out there, Battle Cards features a similar rewards system. Winning multiple battles in a row earns you a badge, for example, as does winning a battle without losing any fights.

Last but not least, you can collect new cards after completing certain missions and use them to customize your deck. Not only do you have your own collection of cards, but you can review any enemy cards you’ve faced, as well. This goes a long way towards planning new tactics for the battles ahead.

Battle Cards is quick and fun, but far from perfect. When the opposing cards’ attack values are equal, it’s anyone’s game. I’ve even seen occasions where a stronger card will lose to a lesser one! Usually, it’s when the attack values are only a point off; you’re not going to see a twelve-point attacker lose to a two-point card. (If that happens, it would be one hell of a nasty glitch.) This levels the playing field a bit, but it can get annoying in close battles, as it often favors your opponent. In later missions, the difficulty ramps up considerably. Enemy cards will become obscenely powerful, making it almost impossible to win without some serious luck on your side.

Gameplay quirks aside, the real high point of Battle Cards is the fantastic artwork. Many famous Lanterns and their foes are given a movie makeover, which is especially impressive for characters that don’t even appear in the film. Aside from a ton of Green Lanterns, there’s also Zamarons, Khundian warriors, Manhunters, and even members of the Sinestro Corps. The cards really do look great; there’s a fullscreen option for this game, and I suggest that you use it!

Green Lantern Battle Cards isn’t the best trading game out there; not by a long shot. As a free Web game, however, it makes for a fun diversion. At the end of the day, that’s all that really matters, right?


Mayfairstivus: Green Lantern Corps

December 2, 2010

In the tradition of Read This Too, it’s time for a multi-blog crossover once again! Welcome…to Mayfairstivus!

In case the title wasn’t a giveaway, the spotlight today shines on Mayfair Games’ DC Heroes role-playing game from the late 1980s and early 1990s. I never played this RPG myself (I was a Dungeons & Dragons guy, as that’s what my friends played), but you can obviously see the appeal. Who wouldn’t want to play as their favorite superhero?

The Green Lantern comic series wasn’t even in print by the end of the 1980s; Green Lantern Corps was cancelled in 1988, and Hal Jordan’s adventures were relegated to backup stories in Action Comics Weekly. Since the Corps is an integral part of the DC mythos, however, a few of our favorite characters were still represented in the RPG. These character cards all come from the second edition of DC Heroes published in 1989. Clicking any of the images will bring up the back of the card, which displays the character’s vital statistics. (These scans were graciously provided by Tom Hartley, and many thanks go out to Frank Lee Delano for suggesting the idea of Mayfairstivus in the first place.)

Uhh…what the hell’s going on with Hal’s pose here? Was “exotic dancer” one of his many side jobs? Weird. Anyway, as the most popular Green Lantern, Hal has the best stats out of the bunch, though he’s not as rich as Guy Gardner or John Stewart. Speaking of whom…

Curiously, John Stewart appears here in a standard Green Lantern Corps uniform, not the unique variation that he and his wife Katma Tui adopted. As far as stats are concerned, he’s nearly on par with Hal, but what’s strange is that his power ring is slightly less powerful. This makes no sense, as power rings are supposed to be the same across the Corps. (More on Mayfair’s reasoning in a bit.)

I may not be Guy Gardner’s biggest fan, but I do think it’s a bit of short shrift that he is listed primarily as “Guy Gardner” on the back of his card rather than “Green Lantern,” as Hal and John are. Technically, all four of the cards we’re viewing today should be listed that way, but life goes on. As with John, his power ring is weaker than Hal’s, but more so. I’m assuming Mayfair did this as a way to demonstrate the different Lanterns’ experience levels, but it’s still at serious odds with the comic book source material. Note that Guy’s drawback is “serious rage.” They finally put that to some good use last year when Guy became a Red Lantern, didn’t they?

Let’s get one thing straight: I fucking hate G’nort. I’ve found him incredibly annoying since his inception, and his “grim ‘n’ gritty” character change in the godawful Guy Gardner: Collateral Damage miniseries was even worse (aside from the fact that it made absolutely no sense). Still, he was a member of the Corps and got his own card, so he deserves mentioning. G’nort’s stats aren’t so hot, especially those of his power ring. As the most recent Corps recruit, I suppose this makes sense. The real highlight of G’nort’s stats, however, is his drawback: “Serious irrational attraction to stupidity.” If that doesn’t perfectly sum up G’nort’s character, then I don’t know what does. (Oh wait, yes I do: “worthless.”)

So for fans wanting to play as a Green Lantern in DC Heroes, they’ve certainly got the bases covered. Though I think someone like Kilowog or Arisia would’ve made for a better choice than a loser like G’nort, perhaps Mayfair just needed a token “weak” character for bad guys to slap around until the heavy hitters showed up. Even though it’s been out of print for well over a decade, DC Heroes maintains a strong fan following. If you’ve got a lot of RPG-friendly geeks in your area…why not give the game a try?

This wouldn’t be a crossover if there weren’t other blogs participating. Mayfairstivus continues over the next week, and all of the contributors are linked below. Some folks wrote only a single post (like myself), but others have posted many more! Make sure to visit them on a daily basis! I’ll be sure to update these links with permalinks as their posts go up.


Green Lantern: Emerald Adventures

September 16, 2010

Can’t wait until next year’s Green Lantern: Rise of the Manhunters to get your viridian video game fix? Well, then why not give Green Lantern: Emerald Adventures a try?

Emerald Adventures is a free 3D online game that you can play in your browser after installing the Unity Web Player plugin. (Lots of other browser-based 3D games use Unity, so you might already have it.) You take on the role of Hal Jordan as he chases after Despero to save the kidnapped Princess of Gravitron.

Now, this is a kids’ game, and I’m going to review it as such. I’m not going to hold it to any ridiculously lofty adult standards, but the usual stuff such as graphics, sound, and controls will still be examined.

So let’s begin! There’s three different missions, plus a bonus mission. Only the first one is available from the start, of course, but the others open up as you progress. Each mission is divided into two parts: a spaceborne rail shooter, and a ground-based action game. In both mission types, your goal is to defeat enemies and pick up colored orbs. These provide experience points (we’ll get to those later) and map coordinates, which are used to get to the next area. Simple enough, right?

For the space missions, you blast asteroids and other items with your ring, dodging larger rocks all the way. The controls here are a little floaty, which may result in Hal flying into obstacles rather than avoiding them. The space missions are short, and all three look relatively alike. You’ll keep flying in a long loop until you acquire enough map coordinates to proceed, and then the real meat of the game is found once Hal touches down on a planet.

Here, you’ll explore and fight various goons while hunting for experience points and map coordinates. You’ve got more options when it comes to ring constructs, and you can also find secondary items that last for a limited time, like shields and speed boots.

The controls on the ground are better than those in space, though the combat needs some work. Even with varying constructs, it boils down to the basic beat-’em-up formula: keep button-mashing until your enemy dies. The other downside is that you may find yourself going in circles and getting lost while trying to track down new enemies.

There’s a lot of ground to cover, with secret routes galore, but falling off the edge means instant death and a respawn at the most recent checkpoint. Your inability to fly when on a planet is cleverly explained: Despero is forcing the captive princess to use her gravity powers against you.

Checkpoints not only save your progress, but they also allow you to link up with Oa. Now you can use the experience points you’ve accumulated to buy new power ring constructs or enhance your abilities, like recharge speed. (If you’re running low in experience points between missions, you can hit up the bonus mission to earn more.) Some constructs are ranged weapons like plasma blasts, but others are more suited to melee combat, including the ever-popular giant baseball bat. The more powerful the construct, however, the longer it’ll take to recharge.

To break up the action, ground missions also have random puzzle sequences, wherein completing one will open up new areas. The sequence shown above is a slide puzzle with a set amount of time to solve it.

There’s also a second type of puzzle, in which you must bounce the Green Lantern symbol around and avoid tripping an alarm. If you fail to solve the puzzles, there’s no real penalty; you can just keep attempting them until you succeed. The rewards are worth it, as the new areas found beyond the puzzles often contain lots of experience points and other items.

Let’s take a quick look at the rest of the game. The second mission begins in space, as usual, but then deposits you on a jungle planet. There’s a lot more opportunities to fall here, and platforms move a lot faster. Stronger enemies start showing up, too, but at this point you’ll likely have bought more powerful constructs to deal with them.

The third and final mission takes you right to Despero’s citadel, where extremely powerful enemies and cheap-ass laser beams are there to make Hal’s life hell. Since you don’t need to acquire map coordinates in this level, you just need to fight your way to the top. After you make it through the citadel, you get to square off against Despero.

Of course, in true villain fashion, he sends his lackeys after you first. Dispatching them is a piece of cake, but then you get to fight Despero himself.

The villain’s easy at first, but once he starts floating and using his telekinesis to throw objects at you, that can sap your health bar very quickly. Still, keep up the assault, kick Despero’s ass, and earn yourself a lackluster victory screen.

The graphics in Emerald Adventures are on par with most PlayStation 2 and Wii games, which is pretty impressive for a free browser-based game. You don’t need a superfast gaming computer to play it, though that certainly helps. You can even play the game in “true” 3D if you have a pair of red-and-cyan glasses lying around! This looks rather cheesy, and it may hurt your eyes after a while. You’re probably better off playing without them.

As for audio, the sound design is nothing special, but it’s certainly not horrible. Effects are general science fiction fare; in fact, Green Lantern’s default power ring blast sounds like a classic raygun. Background music is decent, but not memorable, especially since it’s the same thing looped over and over. Besides, you can switch the audio to effects only, or off entirely, if you wish. This lets the player focus on the action, as well they should.

If you’re expecting deep thematic stories and mindblowing high-definition visual effects, you might want to go elsewhere. However, if a diversion featuring your favorite emerald hero is what you’re looking for, then Emerald Adventures will be right up your alley. It’s certainly not perfect, but for a free game, there’s not a whole lot to complain about. (At the very least, your kids oughta love it!)


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