
The DC library is extensive, featuring even minor characters, and over a dozen versions of big-name superheroes like Batman and Superman. Also included are an array of costumes for Maxwell’s use that change his stats as well as give him weapons and items based on the character portrayed, as well as other automatic powers. What’s new, however, is the Bat Computer tab, which lists in similar detail DC comic superheroes and villains, along with important equipment and vehicles. You can create an array of things, provided they’re not (non-Nintendo) copyrights, profanity, or drugs/alcohol related (but guns and radioactive materials are okay). The extensive vocabulary of objects and creatures you can create from previous games returns. By extension, the music is suitable, with swelling orchestral-sounding tunes, with ambient laughter at Joker’s funhouse and screams at Arkham Asylum. The opening and closing cutscenes are well-drawn, still-panel comics, and are a nice touch. Everything is colourful and fluid, and the game rarely slows down with lots of objects on the screen. Areas include Metropolis, Gotham City, Oa, the Flash’s Central City, and a few others. The result sends them into Gotham city, but shatters the globe, releasing its Starites across the DC universe – and it’s up to Maxwell, armed with the Deathnote’s less-homicidal twin, to collect them before they tempt the DC rogue’s gallery to make use of yet another cosmic power MacGuffin. While reading DC comics one day, Maxwell, the red-rooster-headed protagonist with the notebook that can create anything, and his sister Lily, decide to travel to the DC universe using a page from his notebook, and Lily’s world-spanning crystal teleportation globe. The plot is simple, and doesn’t need to be any more than that.
