- Release Date: March 26, 2003
- Genre: Action
- Style: Side-Scrolling Combat
- Similar Games: Batman: Vengeance (Game Boy Advance), Spider-Man (Game Boy Advance), Justice League: Injustice for All (Game Boy Advance)
Game Description
Based on the Cartoon Network's Superman: The Animated Series, Superman: Countdown to Apokolips has the man in blue defending Metropolis against a host of enemies from the planet Apokolips as well as some local villains out for revenge. To make matters worse, his belovedTo combat the likes of Bruno Mannheim,
~ Scott Alan Marriott, All Game Guide
Review: Overall
Superman video games have had roughly the same effect on players as kryptonite has on the Man of Steel: sudden fatigue and sharp pangs of discomfort followed by listlessness. Superman: Countdown to Apokolips follows this disturbing trend almost to a tee, even despite an interesting approach to the visuals and the ability to use all of the superhero's powers at once without going on some sort of glorified Easter egg hunt. Yet the game ultimately fails because of its repetitive level design and a control system that's more irritating than fun. Only one conclusion can be drawn from thisIt didn't have to be that way. The isometric viewpoint solves one of the biggest problems with superhero-based handheld games, which is how to present a realistic world while still allowing players the freedom to go anywhere they want. Given Superman's power of flight, limiting his movement from left to right would have been inadequate, and an overhead view would have taken away from the sense that players were interacting in a real-world environment filled with skyscrapers, cars, pedestrians, and other objects. With this unusual approach to the visuals, it seemed a memorable game starring the comic book hero was in reach.
The isometric viewpoint gives the environments a sense of scale, and Superman is free to use his most notable powers to help him accomplish his goals. Players can hover in midair or fly over many buildings at high speeds, though not over every building, since there is a limit to how high Superman can fly. This is a reasonable concession considering that many of the threats players have to deal with remain close to the ground. Other powers include heat vision, freeze breath, and super speed, which are what one would expect to use from Superman's considerable repertoire. His strength is also accounted for with the ability to pick up large objects like cars or tanks and throw them as if they were tin cans.
Where Superman: Countdown to Apokolips stumbles is in the shallow objectives required of players. While they could be zipping through cities saving pedestrians from natural disasters such as fire, earthquakes, floods, and hurricanes, or propping up collapsing buildings, stacking cars to create barricades, and similar objectives, players instead walk through maze-like locales punching criminals who are surprisingly resilient to attacks. Players navigate the city streets using an overhead map with icons designating the next encounter, which involves Superman rescuing citizens by defeating one or two enemies holding them hostage.
Despite many of the thugs being dressed in business suits, they all take multiple punches to bring down, a slow and awkward process that will soon be skipped in favor of the more direct heat vision power, which emits a long red line that will stun and then eliminate any enemy in its path. Completing levels then boils down to walking, speed running, or flying to the enemy's location, zapping them with heat vision, and then repeating. Interestingly enough, none of the enemies move from their designated spots unless Superman gets very close, so all players have to do is inch up the screen until they see a shadow, then start the frying process.
Early enemies use machine guns and crushing grabs to hurt Superman, both of which are unrealistically effective, while later enemies fire more powerful missiles and ray guns. Missions all feature the same tedious combat, however, with slight variations on the locale: instead of combing through the city streets each time, Superman will walk across the top of a train (why he isn't allowed to simply fly in front of it is unclear), firing at enemies and zapping mines with his heat vision, as well as fighting a variety of bosses.
Control is a problem due to the perspective and the imprecise diagonal movement when using the Control Pad. Seeing the surrounding area is also an issue during boss fights, with enemies running, charging, or flying across the screen at high speeds. Adding to the frustration is the inability to save progress during a level, with the game relying on an irritating password system to continue. Replay value is tied into achieving perfect scores on a mission, which is solely based on using the more challenging method of punching enemies instead of zapping them with Superman's powerful peepers. The reward is another stage that most players won't care about.
Superman: Countdown to Apokolips seemed to have the right idea behind it with the well-balanced mix of the superhero's powers, the engaging perspective, and the freedom to explore city streets. The control is a problem, but the most serious issue plaguing the game is its boring objectives and silly, repetitive combat. Superman offers a total of eight levels, the majority of which are played in the same manner and fail to make use of the many different possibilities afforded by the environments. There is potential with this game engine, but this potential went up, up, and away at some point in the development process. Unfortunately, so did the fun.
~ Scott Alan Marriott, All Game Guide
Review: Enjoyment
The levels all feature tedious combat with the most useless move being the super punch, which is highly ineffective.~ Scott Alan Marriott, All Game Guide
Review: Graphics
The characters are a bit small but well defined, with the environments being the most interesting aspect of Superman's presentation.~ Scott Alan Marriott, All Game Guide
Review: Sound
A few voice clips would have been nice, as the included sound effects and music are forgettable.~ Scott Alan Marriott, All Game Guide
Review: Replay Value
A password system allows players to resume progress after the system is shut off, and players can try to unlock an additional level by achieving a top ranking on each stage.~ Scott Alan Marriott, All Game Guide
Review: Documentation
The color manual could use a few more screen shots and some character bios, but the controls and {\action} are explained well enough.~ Scott Alan Marriott, All Game Guide
Production Credits
Company 1: Mistic Software ; Lead Programmer: Christophe Desplanches ; Programmer: Alain Petit, Martin Vachon ; Tool Programmer: Bertrand Delpla ; Graphic Artist: Francis Malvesin ; Design & Level Design: Vannara Ty, Daniel Beaudin ; Development Director: Frederic Bibet ; President of Mistic: Denis Guyennot, Herve Liagre ; Company 2: Infogrames Inc. ; Studio Senior VP: Jean-Philippe Agati ; VP Product Development: Steve Ackrich ; Executive Producer: John Hight ; Producer: David Abrams ; VP of Marketing: Steve Allison ; Director Product Marketing: Jean Raymond ; Brand Manager: Tom Richardson ; VP Marketing Services: Gale Alles ; Director of Creative Services: Steve Martin ; Director of Editorial & Documentation Services: Liz Mackney ; Graphic Designer: Paul Anselmi ; Documentation Specialist: Chris Dawley, Ross Edmond ; Online Marketing: Jon Nelson, Kyle Peschel, Micah Jackson, Gerald Burns ; Director - New Business Development: Tim Campbell ; Content Manager: Mark T. Morrison ; Sr. Manager - Strategic Relations: Joy Schneer ; Strategic Relations: Shila Patel ; VP Quality Assurance & Technical Support: Bob Foscolo ; Director of Publishing Support Services: Michael Gilmartin ; QA Supervisor: Donny Clay, Jeff Loney, Ezequiel Nunez ; Lead Test Analyst: Miguel Jauregui ; Assistant Lead: Gabriel Navarrette ; Tester: Jaime Gonzalez, Daniel Garcia, Eugene Lai, Pedro Ponce, Paco Youngel ; Company 3: Infogrames S.A. Europe ; Re-Publishing Team: Rebecka Pernered, Estelle Baudet ; Software Functionality Testing: Olivier Robin, Vincent Laloy, Sébastien Aprikian ; Localization Support Group Manager: Sylviane Pivot-Chossat ; Localization Project Manager: Gérard Barnaud, Maud Favier ; Translation Project Manager: Monika Steinhauer ; Localization Technical Consultant: Jocelyn Natali ; Translation & Recording: KBP, Synthesis ; Localization Testing Company: Babel Media Limited ; Certification and Planning Support Group: Rebecka Pernered, Caroline Fauchille, Jérôme Di Tullio, Sophie Wibaux ; Copywriter: Vincent Hattenberger ; Marketing: Pascale Vermeerbergen, Mathieu Brossette, Mathieu Piau ; Company 4: Warner Bros. Interactive Entertainment ; Producer: Adam Schwenk, Ames Kirshen ; Executive Producer: Brett Skogen ; Marketing and Brand Assurance: Jim Molinaro, Marielle Henault ; Art Director: Peter Tumminello
~ Keith Adams, All Game Guide





