My Red Dead Redemption Review- Xbox 360 Edition

It's painfully evident that throughout the past decade, the Western setting has never had a chance to prosper nor successfully break out into video games. There were various attempts, be it open world adventures or first-person shooters, but none truly garnered the success to become a fully fledged franchise. Not until Rockstar took to the genre and completely revolutionized to a level never before seen.

Acquiring the rights to the Red Dead IP, Rockstar began working on the next installation. They set out to create another open-world epic and replicate the success they've had on the massively popular Grand Theft Auto franchise. Red Dead Redemption is the unofficial sequel to Red Dead Revolver and is only relatable through the name alone. Redemption is a stand-alone title with it's own set of characters, brand new setting and revamped control scheme.

Taking precedence in a fictional Old West that borders itself with Mexico in the year 1911, Red Dead Redemption follows the story of the retired outlaw John Marston as he's blackmailed by Government agents interested in hunting down the remaining members of Marston's old posse. Forced to obey their demands due to the Government holding his family against their will, he sets out to find and stop his ex-gang members while enlisting the help of various unstable and terribly misguided characters that are akin to Rockstar's other open-world outings.

If you're familiar at all with any of the GTA titles, then you'll feel right at home with Redemption. The mission structure and distribution is done by the interaction of the world's key NPC's as you complete a series of tasks to progress through the story. There is no specific order in which you have to complete these missions nor is there any "right" way in finishing the tasks. The only limitation being that certain areas of the map are connected to the completion of the missions themselves but soon becomes completely accessible. The missions themselves are extreme joy rides ranging from hijacking a train, storming a fort, or sneaking through settlements disguised as common-folk. It's a incredibly deep experience and you'll find yourself quickly immersed in the vast world and it's ridiculous characters. It's not without it's faults though. There are a few irritating missions at hand, those specifically which are escort missions where you have to keep a VIP safe from harm while fighting off hordes of enemies. These don't occur that often but they are a nuisance and an undesirable addition to the game.

You'll have no shortage of side missions either as you're given absolute freedom in whether to complete them or not. They range from gold seeking travels to hunting down certain animals, playing card games, rounding up farm animals and even finding specific plant ingredients to create vile potions. They all take a massive advantage of the incredibly vast map that you'll take pleasure exploring and is all incredibly detailed and modelled. In comparison to Rockstar's GTA games, RDR is a lot larger while containing far emptier space in between the smaller towns you'll come across. The game counters this with it's multiple environments which are all beautifully designed, ranging from sprawling Western deserts, snowy mountain tops and lively grasslands. You'll even find yourself stopping every now and then to merely take in the view.

As with GTA, Redemption re-introduces a "Wanted" system in order to keep peace to the world. If you start disobeying the law and shooting up a settlement, you'll receive stars which dictates how serious you're actions are and the repercussions that must be met. A bounty will appear in your name and the local law enforcement and bandits alike will come gunning for you.

Rockstar introduces a new mechanic known as "Dead Eye". Each kill you rack up will fill your meter and once it's high enough, it can be activated at your command to slow down time and target your enemies for some quick kills. It's a fantastic addition to the gameplay and while it might make combat a little easier, it's a mechanic that never get's old and helps significantly when hunting animals. The gameplay itself is well in-line with Rockstar's previous open world installations. You control the character with a third-person perspective and the shooting can be controlled via free-aim or the game's recommended lock-on system that was built up through previous GTA titles. Thankfully, the movement has taken a turn for the better as it's far more free-flowing and lacks the clunky feel that it's predecessors possessed which will allow for an overall more enjoyable experience. Yet still, the movement remains to be the game's weakest point. It isn't as free flowing as you'd hope for it be especially when compared to other open world games such as Saints Row 3, Just Cause 2, InFamous or Crackdown.

Then we have the multiplayer. Surprisingly, when pitted up against a game so focused on it's lengthy campaign, the online component is one of the most addictive experiences you can ever hope to encounter. As opposed to the common matchmaking system that the common game might contain, Red Dead Redemption's multiplayer lobby is the world itself. That's right, Rockstar has thrown out your traditional match-making system in favour of the world that they built being the system itself. You're able to run around the entire map with up to 15 other players to your hearts content. This doesn't eliminate the basic game-modes though. Whenever you want to engage in Redemptions versions of team-deathmatch, capture the flag, territory wars, etc, all you have to do is locate a point on the map that becomes the playing ground for your mode of choice. An in-depth rewards system records your progression throughout multiplayer, unlocking weapon skins, character skins and even the steed you choose to ride in the online world you'll soon begin to call home.

Being that the game was released over two years ago, it's fair share of downloadable content has been released since then. Three of the the four packs are multiplayer additions such as the various card games available in campaign, characters skins and weapons. The final pack that was released is the critically acclaimed "Undead Nightmare" pack targeted towards the campaign. It's a stand-alone experience which requires not the completion of the main story and is separately selected from the title screen. At this point, you can purchase all four DLC's in a single package at an affordable price and they are highly recommended for those who'll be spending dozens of hours with Red Dead Redemption.

Rockstar has once again managed to knock it out of the park, making what was once undesirable, now the most enriched and discussed setting off the past generation. The story will keep you engrossed for over 20 hours at least and if that doesn't satisfy you, the near limitless options and freedom that the multiplayer offers will. This is one of the most complete packages of this current generation and the best rendition of the genre yet.

Final Score: 9.75

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My much requested Max Payne 3 Review!

There is always unease and a certain amount of skepticism when a beloved franchise that has long since closed it's doors is uprooted for one last ride. Perhaps that unease comes from the reasoning that a sequel can't possibly hope to do the series justice or in this specific case, a brand new developer takes the reins from the original creators of the franchise. Here we have Rockstar Games, best known for their work on the Grand Theft Auto franchise and most recently Red Dead Redemption,taking over for Remedy. Remedy, best known for the Max Payne games and the critically acclaimed Alan Wake, have passed on the torch to Rockstar for this overdue and possibly unneeded sequel.

Now comes the skepticism. As already evident, Rockstar is best known for their open world, crime based thrillers that allow the player almost absolute freedom to act whichever way they want in the sprawling sandbox that they're given. Long-time fans of the Max Payne series curiously questioned how such a developer would make the transition from a massive world to a more linear adventure with a more restricted sense of freedom. As time went on, Remedy revealed their blessings to the sequel and that they were fully confident in Rockstar's capabilities. Were they correct in trusting them? Keep reading to find out.

Max Payne 3 doesn't exactly pick up right where the second game left off. Nine years have passed since the passing of Max's wife and he has since then retired from the NYPD. As the game starts, we're shown that Max has spent those years wallowing away, drowning his life in alcohol and painkillers in hope of ridding himself of the past in his little apartment in Hoboken, New Jersey. The game jumps between two settings during the course of the game.; a present setting following the current events of Max's life and the second being a series of flashbacks following his adventures leading up to current events and how he got himself stuck in his current predicament and job employment.

In current events, Max and Pasos, a friend who he was once attended Police Academy with, both are in the employ for a powerful family in Brazil named the Bronco's. They work as "high level" personal security guards and usually accompany the youngest brother, Marcelo, and his friends to the most prestigious of parties and clubs in Sao Paulo. The eldest brother owns the entirety of the family heritage and the middle child is a politician in Brazil which puts the family usually on a high target list for the criminal underworld of Brazil. Certain circumstances go awry and Rodrigo's(eldest brother) wife, her sister and Marcelo get kidnapped and Max and Pasos are forced to track down the gangs through the dangerous, unfriendly streets of Brazil and rescue them.

The flashback sequences play homage to the previous Max Payne game in that it takes place almost entirely in New Jersey and on the streets and rooftops that fans of the series are familiar of and have grown to love. It's here where we're introduced to Pasos and the main reason Max has found himself stuck in Brazil working for the corrupt Bronco's as a mere body-guard. There's even a few tributes paid to the past few games that will leave fans shedding a tear for Max and his past life. Without revealing too much, Max sparks an all-out war with the local mob boss and he and Pasos are forced to flee for their life amongst the dirty and snow covered rooftops of New Jersey.

Rockstar tells Max's story brilliantly through beautifully rendered cinematics that have a sort of a multi-framed, jumpy feel to them. Even specific moments of dialogue pop up on screen that pertain to the story and add for effect. Max still retains his monologue speeches in between intense action scenes and every one of his actions is spoken in a discrete and sometimes regretful narrative. The language and tone of the game leaves no room for the weak and easily disturbed. There are dark, twisted scenes that depict real life situations that have occurred in under-developed countries such as Brazil and Rockstar doesn't pull their punches when displaying the brutality of the Brazilian slums. Graphically, Max Payne 3 is a jewel to look at. Character models are brilliantly modelled and the environments and colours simply vibrate off the screen. Simply put, the game is gorgeous but not without it's share of problems. There's the rare dip in frame-rate and occasional screen tear but thankfully, this is all forgettable and most definitely not a game-breaker.

The famed "bullet time" mechanic makes an explosive comeback in Max Payne 3 and even with several games attempting to replicate the system, it still feels fresh and a joy to slowly pull off head-shots as it once was in the original games. Due to the recent over-exposure in recent third person shooters, a new cover mechanic has been introduced to the Max Payne series for the first time, allowing for a slower and easier pace for gamers unfamiliar with a time without cover mechanics. The shooting and movement are in line with Rockstar's previous games but you still get that Max Payne vibe from duel-wielding pistols and only being able to carry a single heavy weapon when coinciding with a smaller firearm. The shooting feels tight and controlled, even though most people will still decide to stick with an assisted lock-on system over the free-aim system. Besides an outline of Max's body indicating your health which is replenished by painkillers, there is no visible HUD in the game. A problem that some gamers might experience is the occasional spike's in difficulty. Painkillers are spread out thin even in the easier game modes and one good shot could drop if not careful. The game doesn't bother to hold your hand and this might be a turn-off for casual gamers.

Alongside the main campaign, Max Payne 3 offers two additional modes to choose from to give a second play-through a little more flair. The first is merely Score Attack. You are matched up to fellow friends on Xbox Live and various leader boards to see who can attain the highest score possible throughout the story. Each kill grants you points and you'll receive even more for stylish and creative kills. The other mode that will familiar to long time fans of the series is New York Minute. A clock is constantly ticking down as you make your way through each chapter and each kill will garner you extra time on the clock. The fastest time's get clocked into leader boards to compete against your friends. In addition, Max Payne offers an intriguing selection of collectibles to find. One set being important clues that pertain to the story and the other being scattered pieces of Golden guns that when collected, are allowed to be selected.

The biggest addition that Rockstar has introduced into the Max Payne franchise is multiplayer. It's garnered it's fair share of criticism with the most common belief being that multiplayer will retain irrelevance among a story centric game such as Max Payne. Thankfully, Rockstar's previous success with GTA 4 and Red Dead Redemption carries over into Max Payne 3 and the result is different yet a joy to experience. There are your typical team death-match and objective-based game modes to choose from but those aren't even the most interesting additions to the game. A new system called Social Clubs Crews, allows you to create a persistant team and compete against rival gangs online. There's a standard levelling system that is commonly seen in most shooters and basic load-out options that are fleshed out even further with the game's generous rewards system.

Rockstar Games managed to riskfully revive Max Payne in the modern age while both paying respects to the world and character that Remedy created and creatively adding some of their own trademark flair to the series. With a gratifying and lengthy story coupled with a frantic and chaotic online multiplayer, Max Payne 3 earns it's place amongst it's prequels and even the top shooters of it's genre.

Final Score: 9.25

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Doing new reviews at least weekly. Suggestions are welcome.

So, as some of you have seen, my Amazing Spider-Man game review just recently went up. I have some free time over the next week or two so I'll be throwing up reviews for recent games and even older ones if time is a factor. I'm most likely going to review games that have been most popular or most impressive to me over the past year and I'll try to review as many new games as I can as it takes me roughly a day or two to dish out a fully fleshed review.

If you guys had any suggestions or reviews you'd like to see, you're welcome to post it below or even shoot me a PM.

Games reviews I have planned for the next few weeks:

  • Ghost Recon: Future Soldier
  • LEGO Batman 2
  • Prototype 2
  • Max Payne 3

Reviews I'd like to do when I finish the games:

  • Darksiders 2
  • The Walking Dead: Episodes 1 & 2
  • Sleeping Dogs
  • Transformers: Fall of Cybertron
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My long overdue review for The Amazing Spider-Man video game.

When referring to the massive list of constant comic book tie-in films, the results are less than satisfying. These games usually suffer from following the script of the film too much and lacking the ability to deviate from the source material. Although, once in a blue moon, you do get the odd addition of an enjoyable, if sometimes good title. The Amazing Spider-Man attempts to be one of the recent inclusions into the tie-in genre and truly tries to break away from the dreaded curse. Does it succeed? Let's find out.

Warning: FIlm spoilers ahead.

Taking place after the events of the recent film, the game displays Manhattan after the Lizard's attack on the city and his unsuccessful coup into turning everyone into mutated Lizards similar to himself. The game opens up with Peter and Gwen sneaking in a tour into Restricted areas of Oscorp which unsurprisingly, follows up with unfortunate results.After the people begin to shows signs of infection similar to that of Lizard's attempts, Spider-Man decides to pay Doctor Connors and breaks him out of a mental institution in hopes of developing a cure. From there on, Peter and Connors take refuge in Peter's rented out apartment in Manhattan. It's here that you have the ability to replay missions, talk to Connors, change your costume and jump into the free roam aspect of the game.

The Amazing Spider-Man breaks up the game into two sections: Linear indoor based story quests and Free Roam City side missions. The former is subjected primarily to the campaign with the exception of a few side missions that garner a little more import than your average quest. Each story mission plays a lot like Beenox's previous Spider-Man games in which you are in confined spaces and where stealth takes precedence over the open spaced combat of previous open world Spider-Man games. On the other hand, the Free Roam sections allow you to traverse Manhattan to your heart's delight, engaging in several different activities but we'll refer to this later.

The story missions play similarly to Shattered Dimensions "Noir" universe. You'll be sneaking through tight corridors trying to avoid enemies with fully automatic weapons that have the ability to take you down in but a few hits. The Stealth takedowns aren't a new addition to the series but the animations are nice and it provides a change of pace from the combat. These indoor sections can become frustrating at times due to their repetivity, but the environments vary nicely and the urge to find collectibles keeps you attentive . You'll be spending the majority of your time swinging around the vast map of Manhattan, occasionally taking a break from swinging to encounter one of the various amounts of side missions offered. Oddly enough, these events aren't random and only refresh once a new chapter of the story is activated. While this is odd for an open world game, it keeps the side missions from becoming extremely dull, which sadly, they become by the end of the game. They lack variety and play out exactly the same whether it's a car chase, stopping a mugging, or delivering a sick patient to the hospital.

Now the cream of the crop in Spider-Man games has always been the free-roam. Nothing captures the essence of being Spider-Man better than swinging freely through the city and observing the massive landscape before you. In this outing, Beenox had decided to pull the camera closer and a lot tighter to Spider-Man's body while swinging to give the player the sense of speed and vertigo while flying through the air and incredible speeds. It looks and feels fantastic and remains to be the game's best feature above all us. What might discern certain gamers of the highly acclaimed Spider-Man 2 tie in is the lack of attachment from the webs to objects in the world. Here, they just seem to stick anywhere within reasonable range of a building or tree's. It might be hard to ignore at first but the freedom and fluidity of the new swing system makes it easily forgettable.

Easily one of the most addictive additions into the Amazing Spider-Man this time around is the collectibles. Instead of just providing concept art and potential achievements, each collectible represents a page of a comic book. Collecting them unlocks a classic comic book issue which showcases many first appearances of characters including The Lizard, Gwen Stacy, and Spider-Man himself. It's a fantastic incentive to collect all 500 pages pertaining to the comic books while an additional 200 will grant you an achievement.

Web Rush. The newest foray into Spider-Man's arsenal takes inspiration from Web of Shadows' "web zip" mechanic that allowed you to instantly target an enemy and web towards them for a powerful attack. Web Rush integrates a system that when activated, time comes briefly to a stop and allows you to target almost anywhere to quickly web zip to with proficient accuracy and acrobatics. It can be used both in combat and in free roam or for traversal purposes and is a fantastic looking feature that shows Spider-Man bouncing off buildings and objects fluidly to reach his destination

Combat has never really been in issue in previous installations of Spider-Man games. It's always been a relatively simple formula involving a dodge mechanic in relation to Spider-Sense, a mechanic for webs and your classic punch and kicks. Here, the game takes massive inspiration from both Web of Shadows and the highly successful Batman: Arkham games. An indicator over Spidey's head will flash when he's in danger of being hit and a counter can be issued although this breaks your combo which builds up to critical attacks capable of taking out enemies in a single hit. The combat plays to Spider-Man's strengths pertaining to his agility, speed and acrobatics. He leaps and vaults all over his enemies in spectacular fashion utilizing wrestling takedowns coupled with a very specific web mechanic:

Sadly, none of the original cast from the film reprise their roles in the video game tie-in but this doesn't exactly hinder the game either. With a believable voice cast taking the reins, the dialogue flows without hinderance and even the cheesiest of lines are pulled off convincingly. Each emotion that a character is feeling is produced realistically and nothing felt forced.

Being an open world game, the graphics usually tend to take a hit in favour for size over quality. In this case it remains, for the most part, true with a few exceptions. Manhattan as a whole, is gigantic. Whether you're at the top of Oscorp or the Empire State Building, the draw distance remains visually striking and the city glows at night with beautiful lighting effects during the day. It becomes a little dull when you begin to notice the recycled NPC models and everything has a glossy sort of look to it, but the varied environments keep it from becoming too noticeable. Obviously, Spider-Man's character model stands out the most. His suit screams detail with the colour being the most striking and little touches such as physical suit damage are a welcomed treat.

While adding nothing particularly new nor does it revamp the combat system, The Amazing Spider-Man delivers more quality Spider-Man action in a visually striking Manhattan playground. You'll spend hours simply swinging around the city, collecting all the glowing comic books at an addictive rate and admiring the city. The story fleshes out quite nicely and despite an arguably anti-climatic ending, it's a satisfying romp through the world of the cinematic universe that's it based on.

EDIT:

I'm not great with review scores but the request of a persuasive user has made me choose otherwise to please those who can't stand my writing :P

Final Score: 7.75

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My review for The Amazing Spiderman #682!

The official link: http://www.comicvine.com/the-amazing-spider-man-ends-of-the-earth-part-one/37-322746/user-reviews/?review_id=28495

Comment/Recommend! :)

Dan Slott begins his first issue of the new End's of the Earth event with a bang!

The Good:

Man oh man! Slott has definitely brought Spidey up to a new level since he began writing for him. The issue starts off with a bang introducing some of Spiderman's "new" tech that he kinda ripped off one of his most popular villains. It's a treat to see how Spiderman can develop all of this tech and shows how brilliant he truly is given the time and resources to do so. Doc Ock is on the verge of death and his final "master plan" is revealed which has the people of the Western Hemisphere second guessing his true intentions. The re-introduction of the Sinister Six is a delight to see and what tops it off is a guest appearance by The Avengers themselves and none other than the jolly one himself.

Also, Spidey's new suit isn't all too shabby either and actually serves a larger purpose than to simply be a stylish new look.

I've said this once and I'll say it again, Stefano Caselli is the best Spiderman artist of this generation. He just has the actions, facial expressions and locations down pat. His pencils couple with Frank Martin Jr's colours are wonderfully vibrant and just jump out at you. It makes everything feel so alive and flow together perfectly. It almost makes me sad that Caselli won't be pencilling each issue of this event.

The Bad:

There wasn't too much of anything to complain about in this issue. But I very much find it hard to give anything a perfect score. My only gripe would have to be how fast the pacing is going, with everything being so quickly revealed, I wish that they could have extended this event to be longer than simply 4 issues.

The Verdict:

With some of the most stunning art I''ve seen for Spiderman and the incredible mind of Dan Slott behind Spidey as always, the opening issue of "Ends of the Earth" is brilliant and simply a must read for any fan of Spiderman.

4.5 out of 5

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My review of Justice League #7

The official link: http://www.comicvine.com/justice-league-the-villains-journey-prologue-the-curse-of-shazam-part-1/37-322744/user-reviews/?review_id=28494

The Justice League is now brought to the present and we have guest artist Gene Ha step in for Jim Lee.

The Good:

With the team now established and everything brought into the present, that means less time introducing each character and a little more time on story development. We have a little bit of both in this issue with the introduction of a new villain posing a minor threat and a focus on Steve Trevor this time around. The new focus on Trevor is a refreshing one and his "relationship" with Diana is addressed. He spends his time re-enforcing his trust in the Justice League by being their alleged "caretaker" There are also a few humorous moments between Steve and the League while he video-chats with Diana and finally the JLA Watchtower is revealed.

Guest artist Gene Ha steps in for Jim Lee this issue and take over the art. While his art isn't bad being wonderfully vibrant and a unique style, it's a definite step down from Lee's art. The art lacks sharpness and is somewhat inconsistant here and there but fortunately, it is one of the better parts of the issue.

Another positive side is the addition of the "SHAZAM" short at the end of this issue. The art by Gary Frank is stunning and while the mythos is changed around quite significantly and it does cut short, it's an interesting read especially considering the change to a major character.

The Bad:

Geoff Johns continues writing this new arc for the Justice League. Due to his experience with a few of the main characters, you'd expect better characterization from him, but he seems to throw it all out the window. Green Lantern acts like an imbecile, Flash and Diana try to play The Devil's Advocate's and Cyborg seems to be the brains of the bunch. I'm still baffled to see how little interest Johns put into making Superman and Aquaman lively at ALL considering his brilliant work on Aquaman's solo run and both character lacking more than a few sentences in the entirety of the issue.

The Verdict:

While it's nice to see Justice League brought into present times, nothing appears to have changed at all. Johns adds refreshing characterization to Steve Trevor but seems to annoyingly avoid putting any interest into the lead characters leaning towards more style over substance writing in this issue. The art and the SHAZAM short seemed to be the only saving grace this time around.

2.5 out of 5

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My only gripe with the new Avatar series...

I, like most of you, absolutey adored Avatar the Last Airbender. It was easily my favourite animated tv show since DBZ and up there with Spectacular Spiderman. My main problem with the new series (from what I can tell) is that its too...modern. They say it takes place only 70 years after Aang's story which is insane to believe. Looks more like 200-300 hundred years. To me it just doesn't fit.

One of my favourite things about the original was the authenticity of it. I loved the older, even ancient times feel to it. And i'm a little worried that the new series strays too far from the original. Nevertheless, I am incredibly excited that it's finally going to happen.

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Justice League Dream cast.

Justice League

I've always dreamed of seeing a Justice League film since the cartoon show several years back. I always imagined how they would manage to throw all those epic heros into one film and pull it off in a limited time period. I didn't believe anything could be done, until I saw the Avengers trailer and I was blown away.

So it got me thinking... Who would I want in a Justice League film? Just to clarify, I might not throw in some members that I think shouldn't belong in the film or just have no idea who should play them.

  • Green Lantern: The most obvious choice would be to choose Hal Jordan and the actor to play him is Nathan Fillion who is already craved for( right word?). Another logical choice would be to go with John Stewart who was made popular due to the Justice League cartoon. Portraying him I would choose Wesley Snipes.
  • Aquaman: is a tricky character to nail down. No one really takes him seriously and there have different visualizations of him over the years ( good and bad). My personal choice for Arthur Curry would be Jensen Ackles, made popular by the hit tv show Supernatural.
  • The Flash: Even though I fully respect Barry in the position of the Flash, my personal choice would be to go with Wally West. Barry was before my time and I grew up with Wally. I would choose Michael Rosenbaum or even Bradley Cooper for the Scarlet Speedster.
  • Martian Manhunter: The Martian Manhunter is a character not too many non-comic fans are familiar with. He's an alien from Mars and people wouldn't find that easy to relate with. For his human form my personal choice would be Idris Elba . He's a solid actor who has a solid build and could easily pull off the last of the Martian race.
  • Cyborg: In the case of the New 52, Cyborg might be the logical replacement of Martian Manhunter since any new readers attracted to comics would expect to see the same team on the big screen. Since he is still a teenager (shown to be in High school), my personal choice for Cyborg would be Donald Glover
  • Wonder Woman; Now here's an extremely difficult choice. There are many believed requirements for an actress to play this spotlighted DC heroine and for fans, they are sky high. A personal choice for me would be Gina Carano. She's already got the brawn, the skills and is a powerful woman. Now I wonder if she could act...
  • Batman: There have been quite a few actors over the years who have portrayed Bruce Wayne in films and tv shows. There has been a mixed bag of good and bad actors but hopefully I choose the right one. I would go for a Batman who is still relatively early in his career and isn't as experienced. I would choose Michael Fassbender. He would portray a younger, more brash, and over-confident Batman that we've been seeing in Snyder's run of Batman.
  • Superman: Last but no least, Clark Kent or better known as Superman. I know that there are many people who believe that Tom Welling should portray Superman in a film or the Justice League film, but even though I did like Smallville, he's not a great choice. I believe that Henry Cavill is an excellent choice and I'm excited to see him play the Man of Steel in the upcoming movie.

Well those are my choices for a Justice League film. Feel free to comment( positively or negatively) and even mention your own personal choices for who would play your dream cast of the Justice League.

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