The Strange Case of Dr. Jekyll and Mr. Hyde is a classic science fiction/fantasy novel written by Scottish author Robert Louis Stevenson (also well known for writing Treasure Island), first published in 1886. I’m assuming most people are familiar with at least the basic premise of the story, which is not actually evident until about 2/3 of the way through the novel, but I’m not going to avoid spoiling a 130-year old book whose premise has been spoofed so many times in pop culture.
The point of view character of the book is Gabriel Utterson, a lawyer who investigates strange events surrounding his friend the good Dr. Henry Jekyll and the mysterious and malevolent Edward Hyde. One strange occurrence happens after another–strange behavior on the part of Dr. Jekyll and the unnatural and immediate revulsion every single person feels in the present of Mr. Hyde. Utterson and others, such as mutual friend Dr. Lanyon investigate these strange happenings to understand the plight of Mr. Jekyll.
As probably everyone already knows, it turns out that Mr. Hyde is actually an alter-ego for Dr. Jekyll. Jekyll has a wild side to his personality that he has indulged only in secret–he has found a potion which brings that portion of himself to the surface. Jekyll himself is a mix of good and evil as all of us are, but Mr. Hyde is pure evil–selfish and malevolent and spiteful. The story is an exploration of the dual side of human nature and the consequences of giving in to temptation and your darker side.
I really enjoyed the story, once it finally got the real explanation for Jekyll’s strange behavior and we actually find out all the details of his struggle. There’s a lot of interesting things about the situation, the dual nature and dual motivations. That part of the book I found consistently riveting and interesting.
Unfortunately, we don’t actually get to find any out any of the details until about 2/3 of the way through the book. Perhaps this was only really really frustrating because I already knew what the secret is and the entire reason I was reading the book in the first place was to find all the details, but I found that first 2/3 of the book insufferably slow. I don’t think it’s simply a difference in the era’s writing style–I tend to love science fiction/fantasy stories from that era–I didn’t have the same complaint about Frankenstein, Dracula, or War of the Worlds, so in my opinion it was this book specifically that I had problems with the pacing.
If you’re like me, and you read the book primarily to find out the details of the original Jekyll/Hyde relationship after seeing a lifetime of derivative works… just keep that in mind.
McPixel is a point and click puzzle humor game released by Sos in 2012. The game is made up of dozen 20-second mini-levels where the main character McPixel has 20 seconds to save the day, usually by defusing a bomb. Clear inspiration for the game is the 1980s show MacGyver (which was recently rebooted), known for putting its eponymous hero in tight spots where he had to improvise a solution to a deadly problem in minutes. And to some extent maybe even MacGruber, the Saturday Night Live spoof of MacGyver in recent years–MacGruber came to mind more readily since MacGruber regularly fails to stop the explosions.
The controls of the game are very simple–a 20-second timer is counting down, but you have plenty of time to try something, anything, which you do by clicking on objects in the scene. In many cases the bomb is not even visible so you don’t always even have a clear objective, but your path is the same–try clicking on everything.
When he’s in a tight spot (and he always is), McPixel’s first resort are kicking, peeing on things, or eating something. Many of the actions he does don’t really make sense for saving the day… but often these things are the ones that actually do save the day, so I guess McPixel just has an uncanny instinct for such things? The game tries for humor by this subversion of expectations, though the punchlines start to feel repetitive pretty fast–repetitive lowbrow humor here (though I still received it better than most Adam Sandler movies).
Visuals
King’s Quest I era graphics. I like SNES-level pixelart, and occasionally have enjoyed very blocky low-res recent releases like Super Amazing Wagon Adventure, but this is going a bit far for my taste. I suppose it does get away with some of the more lewd actions, since it’s kindof hard to be sure exactly what McPixel is doing in some cases.
Audio
Thankfully, the audio is not from the same era as the graphics (the music on King’s Quest I era games are ear-splittingly shrill). But you’re not really missing anything by playing it muted.
Challenge The only “challenge” in the game comes from thoroughness–try everything you can think of in every combination to find the solution, and again to find all the gags to unlock extra levels. Some of the extra “challenging” levels might block you for a while, but only because the “active” items on the screen are hidden–which just ended up being a tedious challenge rather than a fun one.
Story No real story.
Session Time Very quick, which makes it easy to pick up and put down. Which, honestly, is most of the reason why I played it, because it’s hard to find games that are so easy to play for less than 5 minutes at a time.
Playability Just click on everything methodically.
Replayability A little bit, to find all the gags and unlock extra levels.
Originality On the one hand, it’s the first game I’ve played based on an endless string of MacGyver/MacGruber mini-levels to defuse bombs. On the other hand, it… got very repetitive very fast, so the originality wore out real fast. There’s only so many people you can kick and only so many fires you can piss on before it starts to feel a little worn out.
Playtime I didn’t quite finish all of the levels, because I got tired of clicking randomly one of the “harder” levels, where the active items on the screen are hidden so it’s a lot of randomly clicking and then seeing the same actions again and again and again.
Overall If you have a very juvenile sense of humor that does not wear out from repetition, if you like games that requires methodic playing rather than action or puzzle or whatever, if you like games with very outdated graphics with a funny premise.
If you dig Metroid style platformer-shooters you should enjoy this game (and if you don’t know what a Metroid style platformer-shooter, it’s not a bad choice to be the first of its type you’ve played). Although I played through most of the levels, it was mostly because it’s a quick game to play for just a few minutes, and because it was easy enough that it still drew my completionist side. But it’s a hard game to recommend. $5 on Steam.
Kim Possible is a 2019 live action Disney Channel original movie about a pair of high school crimefighters Kim Possible (Sadie Stanley) and Ron Stoppable (Sean Giambrone), based on the 2002-2007 cartoon series of the same name.
By day the two of them are just regular high school kids dealing with regular high school problems. By night they save the day from supervillains with Kim’s excellent physical skills and Ron’s… Ronliness.
Dr. Drakken (Todd Stashwick) and Shego (Taylor Ortega) are hatching their new villainous plans as Kim and Ron start high school. Kim, despite being super-skilled and basically a superhero, is very nervous about high school and it doesn’t help that everything seems to go wrong in the first week, trouble getting to class on time and her sophomore enemy going out of her way to make trouble for her.
But things take a turn for the better when she makes friends with Athena (Ciara Riley Wilson) who seems destined to be Kim’s best friends, with many of the same interests and who has idolized Kim for a long time.
This movie was a fun callback to the cartoon series, and I particularly liked Todd Stashwick as Dr. Drakken who did a great imitation of the cartoon villain’s voice while making it his own. The plot was okay for a cartoon-based kid show, but will fall apart under the slightest examination. For instance, Kim Possible is well-known and visible on news stories using her real name as a crimefighter, but she is also supposed to be just a regular girl at high school, despite everyone knowing about her crimefighting. And the security issues with having a supervillain-fighting crimefighter going to a regular high school without apparently any extra security precautions. That lack of security apparent in that she carries a grappling hook on the school bus (and can afford a lab full of equipment like a collection of grappling hooks but still takes the school bus).
I wouldn’t say the movie’s outstanding, but it is fun, especially if you’re familiar with the cartoon series it is based on.
Axiom Verge is a Metroid-style exploration and action side-scroller shooter game released on Steam in 2015 by Thomas Happ Games LLC.
The game starts after Trace is the victim of a lab accident, and wakes up in a mysterious alien world with no memory of how he got there. He begins exploring, with the guidance of a mysterious voice in his head that knows more about his situation than he does. As he goes he finds an arsenal of new weapons and items that both help in combat and help unlock new areas of the map that weren’t reachable before. As he explores wider and wider he finds out more about why he is here and what he is meant to do.
Visuals
16-bit style graphics, nice enough for what they are. Amusing to have glitchy visuals as an intentional visual effect.
Audio
I didn’t use the audio too much (you can play the game without it which I often will), but the soundtrack is decent, again seems to be inspired by Metroid with its moody soundtrack. The weapon and monster sound effects I thought were kindof annoying, just as well that I usually play muted.
Challenge Decent platformer shooter challenge. If you’re into exploration you can use that to reduce the challenge, because you will find new and interesting weapons and health upgrades and power upgrades and so on. I didn’t get anywhere near finding every item, so if you were very thorough that would your ability to survive and win the game better. (Conversely if you wanted to increase the challenge, could intentionally avoid grabbing unnecessary items)
One of my favorite aspects of these games is that you will reach a place in the map where you are obstructed because you don’t have the appropriate item to pass an obstacle yet. So you are rewarded if you kindof keep track of what kind of obstacle you saw where because then once you find the item you can head back and find whatever your reward is for passing the obstacle.
If you end up dying somewhere, you are reincarnated without losing any progress–any map you explored, any items you collected are retained. I found that reduced the possible frustration, but I suppose it reduced the challenge to some extent as well since there is little penalty for dying.
Story Certainly some story which unrolls bit by bit as you defeat bosses and find some sympathetic entities that need your assistance. It’s fairly light on story, you don’t have to really pay attention to the story to move forward, you just have to keep on exploring and fighting bosses and etc. The story there is is fine, I didn’t find it hugely compelling but I was entertained enough by the game I didn’t care. There was one segment of the game where the story really took the forefront, transforming a level into a hallucinogenic nightmare–which both cranked the challenge way up and it was interesting to see what they did with it.
Session Time Very quick game bootup. You can quit the game at any time and it will save your progress, your map exploration and item acquisition and bosses you’ve defeated and etc, so it’s pretty easy to put down. But the next time you start the game you will still start at the last save point you visited, so it may take you some time to get back to the point on the map you were at. So it’s easy to put down, but you may have to retreat to get exactly back where you were.
Playability Pretty standard controls for this kind of game, easy to get used to.
Replayability You could keep playing to try to find all of the map and all of the items if you’re into that sort of thing.
Originality The game is clearly heavily inspired by Metroid, so much of its format it owes to that. I did appreciate that the game designers didn’t just copy everything from Metroid–the weapons are newly designed, the items to get through obstacles and that sort of thing are all original and it’s interesting to see where they’re going.
So, very familiar format based on a very well known game, but enough original pieces to make it worth playing.
Playtime I expect this varies wildly based on how completionist you are about map exploration, how efficient you are at remembering what parts of the map have what kind of obstacle, and how good you are at the action sequences (to require more exploration to beef up your stats).
Usually I grab my Steam time on the game for this value, but it is telling me only 3 hours and I know that’s not right–the in-game is telling me more like 12 hours which is probably closer. (But I didn’t try for completionist, I did explore the map as widely as I could as I went but didn’t worry about trying to get every single thing).
Overall If you dig Metroid style platformer-shooters you should enjoy this game (and if you don’t know what a Metroid style platformer-shooter, it’s not a bad choice to be the first of its type you’ve played). Action, gradual map exploration as you find items that unlock new areas, fun stuff. $20 on Steam.
Life Goes On: Done to death is a platformer puzzle game with a dark sense of humor, published on Steam in April 2014 by Infinite Monkeys Entertainment Ltd.
A king with an obsession with immortality sends the brave knights of his kingdom on a quest to find the Cup of Life. There… is clearly a reason why this immortality-obsessed king didn’t go on the quest himself, since the path to the cup is so dangerous that it leaves a steady trail of dead knights, and each knight only makes their way through the obstacles by using the corpses of the knights that came before them as puzzle-solving tools. At the end of each level is a cup, but it never seems to the Cup..
Using bodies as stepping stones to cross spike pits, to weight down switches, or to scale spike walls, new puzzle components are added every few levels to keep things fresh, though the game felt too drawn out at times so that the level felt somewhat repetitive.
The final boss fight of the game is probably one of the favorite I’ve played in a while, several stages in itself all using the puzzle components you’ve learned throughout the game and using them in a boss fight scenario. Especially fun.
Visuals
Fun and fine for what they are, perfect for a comedy puzzle platformer like this.
Audio
Played it muted most of the time–sound is at least not necessary to play.
Challenge Decent puzzle challenge. I finished the game without having to look up any of the solutions–a few of the puzzles took me quite a few tries, many of them I got the gist of how to work through them in the first few minutes on the level. Not epicly challenging by any means, but also not trivial. The puzzles add new components as the game goes on which helps keep things fresh, though sometimes I felt like there were too many levels before adding new components, some of the levels started feeling a little repetitive.
Story Very minor level of story, though it works for what it is–between the levels the level map there are little bits of extra text talking about the story, mostly for some extra pieces of comedy.
Session Time Most levels, once you know how to solve them, should take only 2 or 3 minutes to finish. Add to that a few more minutes to figure out all the pieces of the puzzle, and most puzzles you can solve without too much agonizing. If you quit in the middle of the level you have to start the level over again, but since the levels are reasonably short that’s not a huge deal.
Playability Easy controls, just movement and jumping. The challenge is more in figuring out the puzzles and then making sure you do all the steps in the right order and timing and etc.
Replayability There is some replayability built in, mostly in having target stats for each level–minimizing finish time and body count, as well as whether Jeff was fed.
Originality
Felt quite original. In a familiar genre, but the dark-funny premise of having a steady stream of knights sent to their death and then using their corpses as puzzle components.
Playtime Steam says it took me about 16 hours of playtime–I feel like that’s longer than it took, maybe I left the game on a few times. But the game did feel like it dragged on sometimes, more levels than were needed to get all the puzzle variants in.
Overall This game was fun and funny with enough novel puzzle elements and interesting premise, well worth it for fans of puzzle platformers. I thought the number of levels did go on too long so that the puzzles felt repetitive at times. The final boss battle of the game was a major highlight, probably one of the most fun boss battles I have played. $12.99 on Steam.
A man walks through the night, carrying a staff and a baby. He knocks on a door, gives the baby to a woman there, and then keeps walking. The baby becomes a man, and henchmen come pounding on the door. The boy flees the men through the night, eventually finding refuge in the mysterious and deadly Tesla Tower.
Teslagrad is a Metroid-style platformer action/adventure puzzle game published by Rain Games in 2013. As you might expect from the name, the obstacles and tools in Tesla Tower are based around electricity and magnetism–opening/closing electrical gates, changing the polarity of objects or of yourself to repel or attract in strategic ways to achieve your objectives.
Throughout the game you get tools to help you do these things (and these are shown in the trailer for the game, so it’s nothing you won’t see just checking out the ad material for the game). The first of this is polarity gloves–which you can punch certain objects to switch their polarity. My favorite item is the blink boots, which turn you into a zip of electricity that jumps to the side a short distance–good for bypassing deadly obstacles or for extending your jumping distance.
There are no words in the game apart from the menus. The back story is laid out for you with puppet plays you can discover in theater rooms. New items are not given a wordy tutorial, but rather you are presented with puzzles to figure them out for yourself, or perhaps you will have a drawing on the wall to give you some hints.
If you die you just restart in the room where you died, so there isn’t a big penalty for meeting your death–which is good because some of the puzzles are very challenging and it would be very frustrating if dying did have more of a penalty.
Visuals
Nice artwork in the game, some particularly striking areas of the game, and the little puppet plays are a fun way to get the backstory.
Audio
Nice instrumental work (admittedly I often played with no sound)
Challenge A good level of challenge with puzzles of gradually increasing complexity even as more tools to solve those puzzles becomes available. There are some puzzles that took me quite a few tries to get through, and some of the boss fights are quite challenging (though I did get through them all).
Story The story of the player character is a bit slight–you know that he is fleeing from violent men in the night, but I’m not exactly sure why they came for him specifically, though I could guess. What’s more fleshed out is the back story of the tower, which you get to watch through a series of puppet shows you can find in different theater rooms in the tower, telling of a prince whose wizard granted him the power of lightning.
Session Time The game starts and stops quickly, and it saves your progress when you move from one area to another. If you happen to be in the middle of a longer or more complicated room, or happen to be in the middle of a boss fight, then shutting it off may lose some progress, but usually that’s not more than a few minute’s effort.
Playability The controls are pretty straightforward, with WASD keys for movement and the four arrow keys for tool usage as well as a jump button. Which is good because some of the puzzles require you to use several tools in quick succession while moving through deadly obstacles, so if the control scheme were too complicated it would be hard to keep track. My only complaint is that there is one tool that you get late in the game which acts as a weapon–but nothing in the game tells you that the weapon can be directed upwards. The lack of this information makes the next boss fight not entirely impossible but probably ten times harder.
Replayability There is some replayability in collectible batteries that require extra little puzzles to be solved to find them. To reach the final boss you have to collect a certain number of those (which I did). There are indications that if you collect them all you will unlock something else (which I didn’t).
Originality The puzzles felt pretty new to me, I don’t think I’ve seen another game based mostly around polarity puzzles. The “Tesla” in the title served well to catch my eye and draw me into that aspect.
Playtime It took me about 7 hours to play through the main course of the game, and collecting enough batteries to reach the final area and face the final boss (but without going back through to collect all of the batteries).
Overall Excellent Metroid-style adventure/puzzle game, cool visuals, challenging puzzles and even more challenging boss fights all based around electricity/magnetism based puzzles. Well worth the play time! $10 on Steam
You’re a new employee at the company, and it’s time for you to start making your way up the career ladder. They say it’s hard to find good help, but with clear enough instructions, you’ll do exactly what you’re told.
Human Resource Machine is a computer programming logic game that requires no prior programming experience, released in 2015 by Tomorrow Corporation.
As you work your way up the career ladder you are given tasks by the company dictating how you need to process the input values that come in on one conveyor belt and produce output values to send on the next conveyor belt. When the game starts you have only a couple simple instructions, Input (which grabs a value off the input belt), and Output (which puts whatever value is in your hands onto the output belt). But soon those instructions expand to include add/subtract operators, conditional branches, unconditional branches, storing values in memory, to retrieving values from variables by reference. The challenges get more complex as you work your way up the career path, and there are extra difficult side-branches you can take if you’re up for a challenge.
On each level you can move on if you solve the problem, but you can reach extra achievements if you try to finish optimization challenges. If you can complete the goal under a target amount of instructions in your program, then you will get one achievement. If you can complete the goal with a runtime under a target amount, then you’ll get another. In many cases you will not be able to get both achievements with the same program because in many cases the goals are somewhat counter to each other–reducing the number of instructions means you reuse lines of code as much as possible, but that requires extra jump commands that add to your runtime. The optimization programs will probably be easier if you have a programming background and have covered some material about optimizing code (even though these days most compilers will handle most speed optimizations for you it’s still not a bad idea to understand the concepts). If you want a major hint at optimizing for speed though, search for the term “loop unrolling”–that is the single biggest concept that I used to optimize the first half of the challenges (after that it got harder and I ended up focusing more on just passing the main objective).
Visuals
Simple, but fun.
Audio
Fine, I usually played with the sound off while doing other things, so I didn’t use it too much.
Challenge Decently escalating challenges, with some optional tracks off the main career tracks that are more challenging. You can also take on some extra challenge by trying to optimize each solution for the number of commands, and optimize for the runtime length.
Story The story was pretty slight, but that’s fine. With each level you get an explanation for why the company needs you to do this particular thing–such as removing all vowels for budget cuts, etc. As you get further and further in your career you get some glimpses of major things happening in the outside world, but I wouldn’t say they really affect the game, so they’re really only for your amusement.
Session Time The game is easy to pick and put down. The game boots up and shuts down quite quickly, and it retains whatever work you had put into any job, so if you leave in the middle of finishing a program you can finish where you left off. Makes it very easy to tackle the game in short intervals.
Playability Straightforward to pick up–click and drag commands from the dictionary, click on variables to finish populating the commands, click and drag commands around inside the program, etc. Then when you run you can adjust between automatically running at different speeds or stepping through or backward for debug purposes. Only thing that would be nice is if there were an option to type commands instead of clicking-and-dragging, simply because my laptop touchpad is kind of annoying and it would’ve been faster to type, but that’s a minor quibble.
Replayability There is some replayability in that there are some optional branches of jobs to do that are meant to be harder than the main career path, so if you didn’t do those the first time through, you can go back and do them. You can also try to get the optimization achievements on each level by optimizing for speed and optimizing for number of commands (but usually not with the same solution).
Originality The structure of the puzzles themselves are based on general programming principles common to different languages, but I haven’t seen a lot of games based around it at least.
Playtime I think that I spent about 8 hours playing the game. That included finishing all the main career path levels as well as all of the optional career path levels, and also getting the optimization achievements for about the first half of those levels.
Overall If you’re interested in programming or want to at least get a feel for what it’s about, or if you just really like problem solving logic games, then this is probably a good game for you. If you haven’t done any programming before it’s a good way to ease your way in because the way it’s set up is more forgiving then a freeform programming environment where you’re going to spend your early days wrestling with syntax errors. If you have done programming before you will have a major leg up figuring out how to do everything but there is still plenty of challenge there, especially in that the set of commands you have available is fairly simple, meaning that anything complicated you have to handle yourself. Well worth some time and money to play through the game. I thought it was good puzzly fun. $10 on Steam
Elf is a musical theater production that made it’s Broadway debut in 2010, based on the 2003 movie of the same name.
The play features a very similar plot to the movie, starring Buddy, a human who was accidentally brought to the North Pole by Santa Claus when he was a child and raised by Christmas elves ever since. Buddy is now an adult and struggling to fit in because of his gargantuan size and underperformance in the toy factory (lacking the elfish extreme aptitude for toymaking). He happens to overhear someone say that he’s really a human. He finds out that he had been given up for adoption by his mother who passed away, but his father is a businessman working in New York City.
So Buddy sets out to find his father Walter Hobbs, who is working at a publisher in the Empire State Building that makes children’s books. He has no familiarity with the human world, how money works, or that anyone thinks that Santa Claus isn’t real. Walter Hobbs has a wife and son and doesn’t welcome the presence of a man dressed as a Christmas elf who claims to be his son.
I love the movie version of this. I’m generally not a Will Ferrell fan, but to me the movie was Will Ferrell at his best, with the perfect performance for the wide-eyed innocence of a human being who has grown up in the miniature saccharine world of the North Pole, and much of it comes from the unexpectedness of the story. The play, since it’s based on the movie, loses much of the novelty inherent, and it does very little new with the concept. It does add the musical element of it, but as far as musicals go, it didn’t have any songs that stick in my head the way they do for a great musical (the only one that I remember at all is the title song “The Story of Buddy the Elf” and I think I only remember that one because they played it frequently on TV commercials for months ahead of time. On top of that, it was hard not to measure the main actor’s performances against Will Ferrell who, as I say, I’m not generally a fan of but pulls of this particular role quite spectacularly.
If the story sounds like fun, I would definitely check out the movie version, but the theater version didn’t wow me.
Super Smash Bros is the fifth entry in a multi/single player fighting game starring famous characters from Nintendo games and games by other companies, this one for the Nintendo Switch. In typical fashion, only a limited number of characters is available from the beginning, the twelve playable characters from the original Super Smash Bros. But this game includes all playable characters from all previous Super Smash Bros games, and with additional playable characters, for a total of 76 playable characters that can be unlocked. This is not including DLC, which will add additional characters, the first couple of which have already been announced: the Piranha Plant from Mario games, and Joker from the Persona series.
Many of the characters are ones you’d expect from a Nintendo cross-game mixup, like Mario, Luigi, Bowser, Peach, Link, Zelda, Samus Aran. There are also quite a few characters from the Pokemon franchise, including Pikachu, Mewtwo, Lucario, and the Pokemon Trainer who can cycle between Charizard, Ivysaur, and Squirtle within the same fight. The cast includes Solid Snake from the Metal Gear series with various explosives, Ken and Ryu from Street Fighter games, a bunch of characters from the Fire Emblem series, as well as quite a few oddball references like Mr Game & Watch and R.O.B. and the Wii Fit Trainer.
The series has a huge following, you can find anything you could want to know out there by searching, profiles of all the fighters including how to best use their special moves and what specific games individual special moves reference, videos of gameplay, tournaments, lots of gameplay tips.
The controls are easy enough to pick up that someone can become basically competent pretty quickly–movement with the joystick, jump with the joystick or jump buttons. Basic attacks are a single button which can be modified by tilting, holding, or “smashing” the joystick in one of the major directions or by performing attacks in mid-air (these tend to be punches/kickes of various kinds). Special attacks are a different button and tend to be more varied and have to do with this particular character’s abilities, like Bowser’s fire breath or Solid Snake’s land mines, or Pikachu’s lightning bolts, which have variations based on holding the joystick in different directions. Then there is dodging and blocking (which beginners tend not to use, in my experience).
To be an expert, there is a lot to learn about what moves are superior to other moves, what moves will pack extra punch if timed or spaced just perfectly, how to time dodges and blocks to become a very elusive target. I am not an expert, and I doubt I will ever be, a lot of these details are incredibly hard to master. But there is a lot of middle ground between being easy to pick up and extremely hard to master, and if you think a brawling game with famous video game characters sounds fine, give it a try if you haven’t tried the series yet! If you have tried the series, it is a solid entry with the major benefit of having ALL of the previous characters (some characters were in one game but not in the next, so if you’d missed that one game you’d missed that character entirely, but this one is all-inclusive).
Challenge It’s as challenging as you want it to be, as you can set the challenge level. As far as, like, historical street fighter type games go, it’s easier to pick up the controls, because you don’t have to memorize special move key combinations for each character. But there are complexities to which moves can work against which other moves, the timing of hits and the timing of dodging or shields, that to become an expert at the game you would have to spend a lot of time learning and honing your reflexes.
Story There is a story mode, but story is certainly the weakest point of any Smash Bros game, more or less just an excuse for a series of battles but without being particularly interesting or compelling on its own.
Session Time Most battles will take a maximum of a few minutes win or lose, and in certain modes you can even put a strict time limit on it if you want to be done more quickly, so it’s a very easy game to pick up and set down.
Replayability With a total of 78 playable characters in the game, not including DLC, there is a lot of variety just in variations of moves and play styles. Combine that in the various single player modes, and then multiple player modes, and there is a lot of potential for replay.
Originality The first Super Smash Bros was very original, I hadn’t seen a cross-game-universe fighting game on that scale before. At this point it’s the fifth entry in the franchise, and working from a proven formula, always increasing the scale and tweaking the rules, though I wouldn’t say this entry is any more original.
Playtime As much or as little as you want, really. If you want to unlock all of the playable characters and you want to unlock all of the achievements, you could spend a long, long time at it.
Overall I have been a fan of this franchise since its launch on the Nintendo 64 in 1999, and they would have to seriously screw it up to not get my recommendation. The controls are easier to pick up than a lot of fighting games and it is just fun and goofy to face favorites by Nintendo against each other, like Bowser vs Samus Aran or Pikachu vs Ganandorf or King K. Rool against Ryu from Street Fighter. You can buy it digitally directly from Nintendo, or buy it on a cartridge from various retailers for $60.
Spider-Man: Into the Spider-Verse is a 2018 animated superhero movie from Marvel Studios.
Miles Morales (Shameik Moore) looks up to Spider-Man even though his policeman father (Brian Tyree Henry) hates him. His uncle Aaron (Mahershala Ali) takes him to an abandoned subway station to make some graffiti, and he’s bitten by a radioactive spider there. He starts to manifest his spider powers the next day in an embarrassing encounter with the new girl Gwen Stacy (Hailee Steinfeld).
While searching for the abandoned subway station again, he stumbles across Spider-Man (Chris Pine) fighting to stop an alternate reality gateway made by Spider-Man’s nemesis Wilson Fisk (Liev Schreiber) (aka the Kingpin). Not long after Miles meets another Spider-Man (Jake Johnson), and he’s not the only one.
The animation in this movie is gorgeous, capturing the comic book style and feel and using comic book styling for emphasis and fun. The plot is weird and action-packed and full of twists and turns. The writing is superb, the voice-acting is great, the humor is perfect. It’s the first animated Spider-Man feature film, and the first one starring the Miles Morales Spider-Man character.
Highly recommended, watch it, you won’t regret it.