Can you match the character with the quote?



Hey, hey! Kyra Kyle here. We’re back with the first Top 5 Villains List of the new year. I can’t believe we lasted this long before mentioning Spider-Man’s top villains. Let’s rectify that. Here’s our list of the Top 5 Spider-Man Villains.

We could’ve gone several different directions here. I wanted to put a classic Spider-Man at the fifth spot, someone like Electro, Sandman, Kraven, or even Vulture, but Carnage trumps each of them. The alien symbiote that merged with Cletus Kasady Carnage may be the offspring of another character on this list (spoilers, I guess), but Carnage is a formidable Spider-Man villain and worthy of this list. If we were to discuss Spider-Man’s most violent villains, Carnage would be atop that list.

Carnage has had some stellar storylines, some of the best Spider-Man stories in the past three decades or so since his first appearance: Absolute Carnage, Maximum Carnage, and Carnage, U.S.A. to name a few. Carnage rampages his way near the top of Spider-Man’s rogues.

I always liked Mysterio as a villain. Quentin Beck’s penchant for the dramatic and choosing to manipulate and confuse Spider-Man instead of trying to out science or beat Spidey to a pulp made Mysterio unique. Beck spent years on Spidey’s back catalog of villains. Wearing a fishbowl as a helmet couldn’t help.

Even with a ridiculous outfit—or perhaps because of a ridiculous outfit—Mysterio has been in some great Spider-Man stories. The five-issue mini-series Symbiote Spider-Man rescued Mysterio from obscurity. He even returned from the dead in “Mysterioso” (Amazing Spider-Man #618). This story bridged the gap from the goofy Silver Age version of Mysterio to the more sinister character in “Guardian Devil.” And the 2019 MCU film Spider-Man: Far From Home did a lot to improve Mysterio’s image to non-diehard Spidey fans.

There was a time when Doctor Octopus would’ve dominated this list, or he’d at least be second to another character we’ll see later, but Otto Octavius finds himself in the third spot. Many comic book characters have changed their looks and even their backstory, but Doctor Octopus may be the king of makeovers. He’s been an Atlantean, an octopus-like monster, and he’s even been Spider-Man before in the storyline Superior Spider-Man.

Many of Spider-Man’s villains may know his identity as Peter Parker, but Doctor Octopus was one of the first. And he used that knowledge to torture Peter. Add in the fact that Doc Ock assembled the original Sinister Six and that makes him a no-brainer for this list.

Venom got teased in the Carnage write-up. When an alien symbiote merged with Eddie Brock to form Venom, it shook up the Spider-Man mythos. Since Spidey has such a great rogues gallery, Venom is the only modern Spider-Man villain who can sneak into the top three. One could argue that Venom is equal parts hero and villain, and many of Venom’s best stories cast them as a hero. Venom Vs. Carnage and Maximum Carnage pit them against their offspring Carnage. I especially liked Venom’s turn as a hero in the latter story because it forced Venom to join forces with their hated enemy Spider-Man. But I always thought Venom worked best as a villain.

Since Venom is a symbiote, more than one character has formed an alliance with the alien. Famously, Peter Parker was Venom’s first host. Other hosts include Mac Gargan (Scorpion), Flash Thompson, and even Mysterio. And since the symbiote has merged with Peter Parker Spider-Man in the past, Venom typically knows Spider-Man’s identity, which makes them even deadlier. Throw in the fact that Spidey’s spider-sense can’t detect Venom, and they’re easily a top villain.

Could it be anyone else? Green Goblin takes a lot of what makes the villains on this list formidable and combines them into one character. Norman Osborn knows Peter’s identity. He isn’t afraid to use his knowledge of Spider-Man’s identity to his advantage and has leveraged Spider-Man’s identity on multiple occasions. He has a personal connection with Spider-Man through his son Harry Osborn being one of Peter’s friends. He can manipulate, out-science, and even overpower Spider-Man physically. Green Goblin even killed Peter Parker’s first girlfriend Gwen Stacy.

I could go into numerous Green Goblin stories here, but that may need a future list. Simply put, Green Goblin was the obvious choice for the first Spider-Man big-screen adaptation.
Did we get the list right? Let us know who you would add or remove in the comments. And wherever you are, I hope you’re having a great day.
Honkai Star Rail Version 3.0 was released on January 14, 2025. Geekly has had some time to play the new patch, and we have some initial impressions.
Hey, hey! Kyra Kyle here. I finished the first chapter of the new planet Amphorius. Yes. Honkai Star Rail (HSR) introduced a brand new planet. Any HSR patch that includes a new planet is a massive one, but HSR Version 3.0 tops most other HSR patches because it introduces a brand new path, Remembrance.

For those who may not know, Honkai Star Rail paths dictate which playstyle a character will have. Abundance heals. Preservation shields characters. Harmony buffs. Speaking of Harmony, one of the latest new characters, Sunday, suggested that a certain playstyle would see more play: summons. As a Harmony character, Sunday buffs, which becomes a stronger buff if the character he’s buffing has a summon.
Since Sunday had an interesting game mechanism that we had yet to see, I expected any new path or characters to feature summoning. I anticipated Propagation. Instead, HSR added Remembrance. Turns out, Remembrance focuses on summoned creatures.

The following is conjecture. Judging from Remembrance Trailblazer (they receive a new path and element this patch) and the upcoming Aglaea, Remembrance will focus on summons that support, while Propagation (which will most likely be released at some point) may focus on summons that deal damage. Enough conjecture. Let’s return to the first impression. What I’ve seen of Remembrance is fun and provides more design space. Honkai Star Rail developers added a new path before the game’s formula grew stale. Remembrance does give hope for the future.
Everything I’ve said is positive or explains the state of Honkai Star Rail. If you haven’t noticed, I’m stalling. I wanted to like Amphorius and the new patch, but unfortunately, Version 3.0 is the worst.

The latest Honkai Star Rail patch features wooden characters, a derivative storyline that an Edge Lord thinks is unique, voice acting for equally Edge Lord characters, and HSR’s answer to Paimon. No. That insults Paimon. Mem is worse than Paimon. I didn’t think it was possible, but Hoyoverse has unleashed a character far worse than a character so annoying it’s become a meme. Any one of these reasons could be why I say Version 3.0 is the worst Honkai Star Rail patch, but the patch suffers the most from level design.
Bear with me. This will be relevant. I conducted an experiment. Each HSR planet has a unique currency that players can turn in at a shop (or some other venue) for upgrades. I fast traveled to the closest space anchor (fast travel location) and ran to each shop to see how long it would take me to reach the upgrade shop. Every other planet (including the Herta Space Station) took an average of 2 seconds to go from the space anchor to the shop. It took me almost 19 seconds to go from the closest space anchor to Amphorius’s upgrade shop. Amphorius increased the time to do a simple task ten-fold.

You may think that 19 seconds to visit an upgrade shop isn’t bad, but Amphorius does this with almost every task. Everything in Amphorius takes 8-10 times longer to complete. It turns HSR into a walking simulator. A five minute action on any other Honkai Star Rail location would take you between thirty minutes to an hour on Amphorius. Yes. You can smash some flying pigs and double your speed, but even after the speed boost, you’re speed is still (effectively) nerfed, and that’s if you remember to smash a flying pig or one’s available. Ugh!
Some of you may say that Amphorius’s scale is larger-than-life. This increase in size makes sense for the space. Sure. I didn’t lead with this, but I like Amphorius’s art design. When I say design, I mean level design as a game designer. Make no mistake, this shift in Honkai Star Rail’s game design philosophy marks a naked attempt to keep gamers logged into HSR longer. The design team could’ve done anything to denote the size of Amphorius. Keep the vaulted ceilings. Design options like this makes a space seem bigger.
Heck. You could keep the stages the same size. But if you insist on increasing the stages by ten, include ten times more chests. Each stage has the same number of chests, which makes Amphorius seem empty. There’s a whole lot of nothing.
Okay. Rant over. I want to enjoy Amphorius. Despite the poor level design choices, I have hope that Honkai Star Rail Version 3.1 will be better, and I’m excited to see what the developers will do with the new path Remembrance.
That’s all I have for now. Thank you for reading. And wherever you are, I hope you’re having a nice day.
8Hey, hey! Kyra Kyle here. We haven’t covered video games for some time, and I figured we would start with a top 5. This week’s top 5: video game pets. Cuteness overload is incoming. Limiting video game pets to just five is difficult, so we’ll have a couple of honorable mentions. I also didn’t want to include only dogs and horses; video game dogs and horses could fill an entire list each (future list idea). But we will see at least one (sort of) dog on this list.

I never know if palicos count as pets or not; I love them as characters, but they may be less pets and more of a species of humanoids. The Monster Hunter series muddies the waters with palicos. Some palicos are your faithful servants and present little more than their servitude to the player character. Other palicos have jobs (like the Meowscular Chef in Monster Hunter World, he must have a wife and kids at home to support) and the Monster Hunter Stories series shows palicos as having a culture separate from humans. Many people still classify palicos as pets, but their ambiguity makes them just miss this list.

Pokémon, like horses and dogs, can fill a list by themselves. And which Pokémon should I pick? Pikachu is the obvious representative Pokémon. He has his own Macy’s Thanksgiving Day Parade balloon. But that’s reductive. I’ll include Pokémon as a video game pet type, but these critters deserve a list for themselves. Maybe even a Top 10 Iconic Pokémon list.
With Pokémon, horses, and palicos eliminated (and dogs for the most part excluded), how many video game pets are we left with? A lot. So many that I could make a Top 10 if I wanted, but these are the ones that made the Top 5.

Cheater! I can hear some of you Castle Crashers players now, you’re a cheater if you use Rammy. I say, you still have to unlock him after the bear boss. And he’s a cute orb-shaped ram. And who doesn’t like a ram charging through a side-scroller beat ‘em up game, knocking down every monster they meet? If Rammy is cheating, then I don’t want to play honorably. Charge away, Rammy. Charge away.

This one is esoteric. It took me a while to think of Munchie from Dragon Quest VIII. I vaguely recalled a pet mouse who rode in the main character’s coat pocket, and the only thing I could remember was that Munchie had a mohawk and liked to eat cheese and certain cheeses gave him special abilities. All of that is true (to be precise, Munchie is a pig rat), but Munchie was central to advancing Dragon Quest VIII’s plot. The game has several moments where the player controls Munchie as he conducts reconnaissance.
Munchie often procured keys to enter or exit rooms, gathered intelligence to better interact with NPCs, and even scouted ahead before major battles. Munchie may also be a little of a cheat for this list. While he spends most of the game as your pig rat pet, he’s much more than that. I won’t spoil any of the story here—Dragon Quest VIII is well worth the play and it’s available on plenty of platforms—but there’s a lot more to Munchie.

A Boy and His Blob uses a common 1980s movie trope of a boy befriending an alien (like E.T. the Extra-Terrestrial and The Last Starfighter), but that doesn’t discount the titular blob as a pet. And it’s one heck of a pet. I’m sensing a theme here with these video game pets: they’re useful. Rammy helps you cheat and Munchie progresses Dragon Quest VIII’s story. The Blob from A Boy and His Blob can transform into various objects (to help the player solve puzzles) by eating different flavored jellybeans.
The original A Boy and His Blob is at best unbalanced, but the concept is neat. I like the idea of a blob morphing into a ladder if fed a licorice jellybean or a parachute if it eats a pear jellybean. The other combinations are fun: tangerine (trampoline), berry (balloon), and punch (hole). But my favorite had to be apple and jack. I see what you did there, A Boy and His Blob. And of course, coconut transforms the blob into a coconut. Were you expecting anything else?
A Boy and His Blob got a sequel in 2009, but I wouldn’t mind some more time with this property. Not going to lie, I ate more jellybeans after playing this game. What would a Buttered Popcorn Jelly Belly turn me into?

Rush from the Mega Man Series is our one dog-like pet on this list. I could’ve gone a different direction here, but I don’t think Rush gets enough love. So, what if Rush makes another list in the future? He’ll make a future Top 5 video game dogs list. He’s Mega Man’s best buddy.
Rush continues our trend of pets who have multiple uses. Throughout the Mega Man Series, Rush has been a coil (trampoline), a jet to cross long pits, a submarine, a spaceship, a flashlight of sorts (with its “Search” function in Mega Man 7), and a motorbike to name a few. Mega Man’s Rush bridges the gap between a pet that can help in a fight or solve a puzzle and one that aids with pushing the story further. The first two Mega Man games are two of my favorite games from that era of video games, but those two games have a lack of Rush.

Could it be anyone else? Even if I included Pokémon, horses, and all video game dogs, Yoshi from the Super Mario Bros. series would still take the top spot. Heck, I named my dog after Yoshi the dinosaur. And who wouldn’t want a dinosaur as a pet?
Yoshi may be the one character on this list who doesn’t need an introduction. Most people know them and their abilities. Like Rush, Yoshi has done it all. They’re even one of the few characters on this list that have had their own video game series. They’ve had more than one.
You’re probably wondering why I keep referring to Yoshi as they; Yoshi is a sapient species of dinosaur-like creatures. They can lay eggs, which suggests that they’re female, but most people refer to the Yoshi one finds in Super Mario World as he. Yoshis (or Yoshisaurs) blur the line between male and female. They can be both or neither.
I also loved playing as Yoshi in the original Super Mario Kart. I got pretty good at managing their fast acceleration and the fact that they couldn’t take too much damage without getting knocked off course. Yoshis come in different colors. Some of these colors depict different abilities, but usually, these colors are cosmetic. Whatever their color, Yoshi rules.
Which Yoshi is your favorite? Did we miss any video game pets that aren’t dogs, horses, or Pokémon? Let us know in the comments. And wherever you are, I hope you’re having a great day.
The Gotham City Sirens break up, Supes is out of a job, Harley and Ivy move to Metropolis and Aisha Tyler appears. Whoa!
I’ll admit I wasn’t sure where they were going to take this season since many major events have already occurred inside Gotham. I won’t say I’m surprised they’re dipping their toes in Metropolis, but it wasn’t at the forefront of my mind. The sudden shift keeps things fresh.
I like the slice-of-life sections that showcase Harley and Ivy doing normal couple things. It helps ground them as characters. Harley mentioned that she was worried her spark with Ivy would fade away, which is a valid fear to have. This want for excitement by attending the Superman Gala in Metropolis is also something Harley would want to do regardless of her relationship status. She thrives off excitement.
The current state of Metropolis is the calm before the storm this season. I won’t spoil the end of “The Big Apricot,” but an iconic character rears their head. I said Supes was out of a job at the beginning of this post. Who knows? He may have a job again very soon. I need to make some phone calls for my neck appointment.
I could’ve used more time with the Gotham City Sirens. The end of Harley Quinn Season Four set up this team dynamic as the Season Five focal point. The Sirens only get a flashback that lasts less than five minutes. That said, “The Big Apricot” is a return to form. Harley Quinn lost its way last season; it finished strong and that included the Gotham City Sirens’ introduction. I’ll take the trade-off of losing this team for Harley Quinn’s original creative team returning.
Furthermore, the Gotham City Sirens were destined to fail. Season Five didn’t waste any time. The show’s move to Metropolis makes sense. That same creative team has done a lot with Gotham City. They sprinkled in a couple of episodes under the sea (King Shark) and in Themyscira (Wonder Woman). A few characters like Lex Luthor hail from Metropolis, but we haven’t yet seen a Harley Quinn episode set in Metropolis.
The shift in cities reminds me of Archer midway through its run. The change for Archer was also needed. Hey! Aisha Tyler was in Archer, too. Tyler portrays Lena Luthor. During this episode, Lena has a positive bend. This could change; Lena Luthor’s morality is malleable. I can’t wait to see what Tyler will do with this role.
I’ll echo Season’s sentiment about the slice-of-life segments. Harley and Ivy may be one of the most relatable couples on television right now. I never thought I would say that, but it’s true. Harley and Ivy are one of the best television couples right now.
We haven’t yet seen Clayface, King Shark, or Bane this season, but each of these characters has been featured in Season Five’s promotions. With Superman gone, there may be more Gotham City transplants in the future. I don’t expect Metropolis to stay pristine.
I won’t spoil the ending either. Let’s just say that it looks like Harley Quinn Season Five will explore Superman’s rogues as much as it did Batman’s rogues in its previous four seasons, and that’s exciting.




Happy Tuesday! We compiled the following images and statistics to showcase the net worth of comic book characters. We threw in some real world people for reference.
The following statistics for comic book character wealth comes from Wealthy Gorilla, while the wealth of real world people comes from Forbes. These statistics were retrieved on January 13, 2025; they are subject to change.
We’ll begin with the characters/people with a net worth of $2 Billion and work our way up to the richest person or character. Can you guess who tops this list?






















We may be one or two stacks short for T’Challa. Nothing beats Vibranium and other-worldly tech.
Wherever you are, we hope you’re having a great day.
Marvel Rivals takes the Overwatch experience and gives it a Marvel coat of paint. Sure, the developers make a few changes, most notably to the battle pass, but the game remains largely the same. It’s a fun experience. It’s a familiar experience. That’s not always a bad thing. I’m just wondering if Marvel Rivals will get sued by Blizzard.
Hey, hey! Kyra Kyle here. We haven’t done a video game review in some time. We’re taking a break from gacha games and reviewing the 6-player hero shooter Marvel Rivals. A Marvel video game is on-brand for Geekly. It takes a while to play enough of a free-to-play game to get an accurate depiction of how much time it takes to finish a ubiquitous battle pass. Marvel Rivals is no different. Unlike the gachas we’ve covered, Marvel Rivals has little to no story, so we’ll be replacing our two story segments (Narrative and Storytelling) with Connectivity and Online Experience. Here we go.

Originally, I gave Marvel Rivals a four and then a three. Who am I kidding? Marvel Rivals mimics Overwatch in almost every way. Our Mechanisms score measures how much a game pushes the boundaries of a game’s playstyle. In short, have we seen this gameplay before? Yes. Marvel Rivals copies Overwatch’s homework. I settled on a mechanisms score of zero. Even with this poor score, the game’s team-up mechanism single-handedly raises this score. If you choose a character like Thor, Thor can supercharge Captain America’s abilities, and Thor’s powers can also amplify Storm’s. Team-up abilities are not without their drawbacks (more on that in our Online Experience section) but the various team-ups add enough spice to return to Marvel Rivals every so often. It’ll take a long time to play each one. Each character has multiple possible team-up powers.

Marvel Rivals is the first hero shooter to include team-up powers. Many games of this type have synergies between characters but not a direct power. Marvel Rivals adds multiple abilities to each character. I can see this getting overwhelming with a larger roster of characters, but for now, team-up powers are a welcome addition. The rest of the mechanisms are almost exactly like Overwatch.
Hulk—technically named Bruce Banner—plays so similar to D.Va that I already know how to play him. Star-Lord is Soldier 76. Black Widow is Widowmaker; they almost have the same name anyway. Even the hero classifications are the same: Damage (Duelists), Tanks (Vanguards), and Support (Strategists). A well-constructed team will have an even number of all three. I do believe that Overwatch 2 also suggests this team comp, but Marvel Rivals has a higher level of consistency of character roles. Every Support (Strategist) will have the ability to heal. Or at least each Marvel Rivals Strategist has a reliable heal that makes the role easier to play.

Above Image from GameDesigning.Org
Overwatch always had a fun gameplay loop; Marvel Rivals is no different. Drop in and play a few matches. You could try various game modes—I did for the purpose of this review—but you can play several rounds of quick play and then call it a day. Most casual players will most likely only play quick play.
And it’s this catering to casual players that raises this score. I’ve seldom played with a pre-constructed team, and the game can still be enjoyable. There are some issues with doing this that I’ll discuss more in the Online Experience section. I can see people who are disengaged with Overwatch (because of its change in monetization and Blizzard’s about-face with canning Overwatch’s story) switching to the new kid Marvel Rivals, but Marvel Rivals uses a similar monetization scheme as Overwatch 2, and I doubt Marvel Rivals will add a story mode. I do like Marvel Rivals’ references to the Marvel comic characters. The game has more references to comics than the MCU. That’s why I don’t think the game will add a story. You can just read the comics.

Marvel Rivals’ arcade modes mirror Overwatch’s. I don’t know how much mileage Marvel Rivals’ competitive scene will get. The team-up abilities can screw up the game’s balance, and Marvel Rivals’ initial thirty-three characters (yeah, there are a ton of launch characters) are—for the most part—balanced for now, but what will happen when Marvel Rivals adds a character ability not already featured in Overwatch? Seriously, Marvel Rivals may have one or two Overwatch character abilities that it hasn’t yet “borrowed.” The devs knew the character abilities were balanced because the characters’ abilities already existed. We’ll have to see what happens in the future.
The Gameplay Loop’s score depends on how satisfying a game is. Overwatch has an addictive gameplay loop, and so does Marvel Rivals. Eight may be a little low.

Marvel Rivals gets right into the fun. Click play, load into a game in less than five seconds, choose your character, and jump into the action. It’s addictive. From the sound of it, Marvel Rivals should get a ten out of ten for Respecting Time. Marvel Rivals just misses a perfect score for one reason: you can’t choose your map or gameplay type in its quick-play mode. This point dovetails into our next section (Battle Pass) but some of the Battle Pass missions require players to defeat enemies as a specific character on a particular map. Ugh!

From a game design and development perspective, I understand why choosing a map or game mode in quick-play isn’t an option. It’ll thin the player pool and make load times longer. But why force me to defeat enemies on a specific map? I had one such mission for Wakanda, and I didn’t get a game based in Wakanda for twenty games. Yikes!
Technically, I didn’t need to complete the mission, but one earns in-game currency for beating Battle Pass missions. This currency allows you to unlock things in the Battle Pass and purchase certain bundles if you don’t choose to buy the Battle Pass. Who doesn’t want to unlock things in a game? And if I see a “mission,” something to work toward, I’m going to try and complete the mission. I believe a lot of gamers are the same way. Either eliminate the stipulation of a specific map for these missions or allow players to choose a map. Choosing maps may make load times slightly longer, but I’d accept a few extra seconds.

I mentioned before that Marvel Rivals doles out Battle Pass currency and after obtaining this currency, players can purchase rewards within the Battle Pass. This in-game currency is called Chrono Tokens. Chrono Tokens—I’ll interchange this term with “purple stuff” because Chrono Tokens are purple coins—can be earned by completing Battle Pass missions. I mentioned this earlier in the Respecting Time segment. As of Season One, the purple stuff will not carry over from one battle pass to the next. It will reset.
Marvel Rivals’ Battle Pass is set up like a comic book. Very thematic. You unlock the ability to purchase from the next page of the Battle Pass by earning enough of the purple stuff—er, Chrono Tokens. You don’t need to spend any of the purple stuff to unlock each page. This gives Marvel Rivals’ Battle Pass a unique, non-linear path for unlocking Battle Pass rewards. Most Battle Passes divvy out a predetermined reward at each level. Marvel Rivals empowers its players by allowing them to pick and choose which rewards they want. There is one huge caveat. Before unlocking the comic book page’s featured skin, you must unlock every other comic book panel’s reward.

Marvel Rivals saw me, and undoubtedly countless other gamers, coming. I intended to unlock the in-game currency and the skin of each page and skip things like sprays, nameplates, and emotes. But most gamers would choose a skin and in-game currency over sprays, nameplates, and the like. Marvel Rivals put the kibosh on that. That’s a bummer. Even so, Marvel Rivals themes each Battle Pass page. The initial Battle Pass’s first page features the Punisher. I don’t play The Punisher that much, so I can skip that page and go to the next one. You can do this with each page that doesn’t strike your fancy. This is a huge plus.
The only reason why I rate Marvel Rivals’ Battle Pass a seven is that I don’t think the battle pass has enough juice. The rewards are lackluster. But that may just be me. Sprays don’t do much for me. You don’t permanently change the landscape. Who cares? Emotes don’t work in this game. If you use them, you don’t intend to play (you’re throwing the game). Victory poses might work better.
Season One doubled the rewards and duration of Season Zero’s battle pass while increasing the purple stuff needed to unlock pages by a small percentage. I was able to complete all pages of Season Zero in four gameplay hours a week. For Season One this may be increased to five hours a week. But with no carryover for the purple stuff from one season to the next, there’s no reason to play more than five hours or so a week. Marvel Rivals is aiming at that casual audience.

I waffled with this score, but Marvel Rivals deserves a high True Cost. I mentioned two other currencies: Lattice and Units. Lattice is the only in-game Marvel Rivals currency that you can buy with real-world money.
The Battle Pass costs 1000 Lattice (100 Lattice costs $1, so that equates to $10). You can earn 600 Lattice (which is the “gold stuff”) per Battle Pass, so if you don’t spend Lattice on any other in-game purchases, you could buy a Battle Pass with the gold stuff you’ve earned but that’s a little better than every other Battle Pass being free. I don’t care for that. I like the idea of buying one’s first Battle Pass and having the option of unlocking your next one for free if you unlock everything and don’t spend the purchasable currency. That’s a ding to Marvel Rivals’ True Cost score.

A bigger ding comes from Marvel Rivals’ other in-game currency, Units (or the “blue stuff.”) Players can exchange Lattice for Units at a one-to-one rate. This is where Marvel Rivals makes its money. The game offers plenty of bundles but most of them cost around 2000 Units. You could “earn” the blue stuff but a player’s ability to earn the blue stuff is even worse than a player’s ability to earn the purple stuff; you could be waiting several months to build up enough for 2000 Units. As of this write-up, I have just over 1000, and I unlocked everything that granted Units. That’d be months of waiting for a single bundle. This forces players who want to get a limited-time bundle to invest in the gold stuff. So, you could drop $20 on each of these bundles, and this is Marvel, so there are a ton of bundles.

Fortunately, I don’t see much in the way of pay-to-win skins in Marvel Rivals. You can ignore Units or the Lattice to Units conversion, but many players won’t. Children may be the most susceptible. Be careful. Don’t fall down the rabbit hole of “I ‘NEED’ that specialty Spider-Man skin and the Wolverine one and the Hulk one…and the.”
Still, Marvel Rivals receives an above-average True Cost score because you don’t need to buy any cosmetics to be competitive. You don’t even need to purchase any heroes or villains, and that’s rare for a hero shooter. Marvel Rivals may be the only hero shooter to have all its thirty-three launch characters (and two newly released characters, Mr. Fantastic and the Invisible Woman) available to anyone who logs in the first time. That could be why most of the skins are $20; Marvel Rivals doesn’t charge for unlocking characters.

I didn’t experience too many issues logging into and staying logged into Marvel Rivals. I don’t know if it matters, but I played primarily on Playstation5. Note: I appreciate the ability to checkmark if I want to be loaded in with PC players or not and I believe the option exists on the other side for PC players not pairing with console players. But even if I didn’t have connectivity issues, I noticed that many of my teammates did. Every third or fourth game, I’d see a notification that a player lost connectivity. So, this is a known issue with Marvel Rivals, even if I didn’t personally experience it. Every third or fourth game is common enough to lower Marvel Rivals’ Connectivity score a tad.

Marvel Rivals’ online experience will also mirror Overwatch’s. You’ll have quitters (most people refuse to leave the game because they’ll get penalized, but they stand there doing nothing, so you’re one player short). You’ll have people who insist on playing Wolverine because they just bought a $20 skin for him and refuse to switch characters, even though we already have four other Duelists on the squad, and I can’t play a tank and a healer at the same time. And then if you’re like me and you tend to play support of some persuasion, you’ll get yelled at because you aren’t healing people fast enough and they’ll call you trash if you remind them that healing would go a lot faster with a second healer. So, Marvel Rivals becomes the usual online multiplayer game cesspool.
Marvel Rivals is your usual online multiplayer shooter. These games breed toxic players, and yet the Marvel Rivals devs have learned nothing from previous games. There’s no means (yet) of reporting toxic players. There isn’t an ignore list either, meaning you could block yourself from playing with a certain player in the future. And the devs put way too much trust in their AI. That inactivity that I mentioned (where players will, for the most part stand there) gets tracked by AI. It doesn’t take long for a player to stand perfectly still before receiving a warning and get booted. I received a warning when I grabbed a soda in between rounds once. It’s that fast. But technically, all you must do is move your character a little bit. Players figure this out quickly. AI doesn’t work. There needs to be a reporting system. Nothing beats flesh-and-blood monitoring.

But wait, there’s more. Remember those team-up abilities I mentioned earlier? Yeah. They’re fun in concept but not in practice. Your teammates will demand you play a specific character, even if you’re unfamiliar with the one character they want you to play with from the thirty-three launch characters because they picked another specific character. I don’t know how many times I would pick someone like Mantis, and then someone would yell at me because I picked the wrong healer. Idiot! You should pick Cloak and Dagger as a healer because they have a special ability with Moon Knight, who I picked. I’ll tell them that I’m unfamiliar with Cloak and Dagger’s play style. Then, they refuse to change who they’re playing to match Mantis. I must change. They’re the main character. Yeah, Marvel Rivals can get an extra layer of toxicity.

Marvel Rivals’ user interface works well enough in-game. It looks like Overwatch’s. I know I say that a lot, but it’s true. I can’t stress enough that Marvel Rivals is Overwatch with a Marvel coat of paint. I dock Marvel Rivals a few points in the user interface score because the out-of-game menus are difficult to navigate.

Again, like Overwatch, Marvel Rivals has a robust statistics page. These pages are more difficult to find, and the information is more convoluted to parse than Overwatch’s. There’s also a lot going on with the game menus. Because Marvel Rivals “borrows” so much from Overwatch, it integrates a lot of the systems that were developed over what’s almost a decade ago and then adds enough tweaks to throw off anyone who would know Overwatch’s menu system. Players unfamiliar with Overwatch’s menu may need a tutorial of Marvel Rivals’ menus.

I feel like I’ve been here before. Many of Marvel Rivals’ maps are eerily similar to Overwatch’s. I know. I know. You’ve made a game out of how many times I’ve mentioned Overwatch by now. I lost count. I didn’t know where to mention the maps, so I added them here. Graphics and Audio works because I believe some of the set pieces look identical to Overwatch. At least with some of the other game elements, you may see the occasional difference. The map layouts feel the same.
A Graphics and Audio score isn’t going to fare well when you—let’s say it together—take Overwatch and add a Marvel coat of paint. Overwatch is an eight-year-old game. While nice enough to look at, Marvel Rivals uses an art style that’s eight years old. The graphics get an average score at best.
And the announcer’s voice (Galacta) is the three-way lovechild of nails on a chalkboard, a yelp, and a yodel. I don’t care for escorting the payload matches in Overwatch, but Galacta wailing, “Better stop that vehicle” makes me want to jam a number two pencil in my ears. The rest of the voice actors work well enough, so this score ends up being average.

Despite its obvious inspiration—ahem, Overwatch, ahem (got another mention in there)—Marvel Rivals does a lot for the progression of Battle Passes. I like how you can pick and choose which rewards you want from its Battle Pass instead of a Battle Pass’s usual linear progression. The game’s use of the comic history over the MCU is another nice touch. The team-up abilities, while overblown and could lead to future balancing issues, work well and shake up the Overwatch formula.
Marvel Rivals doesn’t force players to buy characters. So much of a hero shooter’s commerce comes from buying characters. Instead, Marvel Rivals milks players if they want a cool skin. And they offer an avalanche of cool skins.

Stonemaier Games announced a new spinoff game from their wildly popular board game series Wingspan. The series is headed to the depths of the ocean with Finspan. Like Wyrmspan before Finspan, Wingspan’s original designer, Elizabeth Hargrave, is involved. And a funny thing tends to happen with Board Game Geek (BGG) and its review system whenever a Wingspan spin-off gets announced. The game gets an equal number of people who review bomb the spin-off (giving the game a 1 out of 10) and people who give the game top marks.

I came late to the party before I took the above screen capture of Finspan’s rating distribution. The numbers were almost perfectly even between 1s and 10s yesterday. Finspan truthers have more than doubled since then. But Finspan hasn’t yet been released. The game is scheduled for a January 22nd release date. This begs the question, should you rate a game that hasn’t been released?
Quick note: Board game companies do give reviewers advanced copies of games, but these numbers pale in comparison to video games (whose companies give out keys for downloads) because postage is involved. There’s a zero percent chance that the above numbers come exclusively from board game reviewers with advanced copies of Finspan.

To answer that previous question, no. You don’t have enough knowledge to rate a game that hasn’t been released unless you are one of the few board game reviewers with an advanced copy. Board game enthusiasts have been arguing about Finspan‘s rating for the past few days. Some argue that it’s too high. Others that it’s too low. Most people suggest that the problem lies with Board Game Geek.
I don’t buy that. Board Game Geek allows board game companies to upload their upcoming games to the site. This allows companies to lock in a name for a board game, so we won’t get a competing Finspan from some other company. BGG also allows people to write reviews for upcoming games because these games are seen before launch. Undoubtedly, Stonemaier Games brought some version of Finspan to a convention or two, and people demoed it. Some of the above scores may be legitimate.
Then, there’s the question of when does a game officially release? Finspan’s release date of January 22nd is more concrete than many other board games because of a lack of crowdfunding. Does a game’s release date coincide with when the first Kickstarter backer receives their copy? Or is it when the game reaches retail? Maybe the game never reaches retail. Does that mean that it will forever be unreleased, even though thousands of people own a copy?
Blaming Board Game Geek for allowing upcoming games on their site isn’t the issue. The issue stems from people who will rate a game unseen.

How often does this happen? Often. Make no mistake. Wyrmspan received the exact same criticism and scores before its release, and it became one of the most highly rated games from last year (2024). So, why do Wingspan spin-offs get all this hate?
Few other game series get the same vitriol as a Wingspan spin-off. Numerous games have introduced “Duel” or “Duet” versions (2-player variants) of popular games: Splendor, 7 Wonders, King of Tokyo, and Cosmic Encounter. No one bats an eye. Many other games have spawned countless spin-offs: Catan, Ticket to Ride, and even Gloomhaven. Review bombs do occur with these titles but not in the sheer number of a Wingspan spin-off. Why is that?

Not going to lie. Finspan looks cool; I’ll have to try it at least once.
Quick note: I’m not one of the board game reviewers who received an advanced copy; most board game reviewers who do receive advanced copies produce video content (note to self: start a YouTube channel or TikTok account).
I used to think that Stonemaier Games got flak for producing spin-off games because they’re a smaller company. If Days of Wonder released spin-offs during their years of producing one game per year, I would get upset about a spin-off for one year. But Stonemaier has a full slate of board games planned (far more than one) for 2025 that don’t include Finspan. Finspan is extra content.
Furthermore, Gloomhaven has received multiple spin-off board games, and most people cheer for those upcoming games. Cephalofair Games is a much smaller company and produces far fewer games per year than Stonemaier Games. So, “small board game company” can’t be the main reason.

I like to think the reason is closer to people respecting Stonemaier Games and wanting the company to innovate with each one of their games. This is the kind reason why Wyrmspan and Finspan received blowback. I mentioned Days of Wonder’s stretch of “one game per year” for a reason. Days of Wonder was the preeminent board game company at that time. When you saw a Days of Wonder title (this would’ve been about the 2000s and into the early 2010s), you knew the game was high quality. I would’ve been a little upset if Days of Wonder only released a spin-off game at that time because I would’ve wanted a different game to play.
Spin-off board games work like movie sequels. They tend to print money. Wyrmspan sure did last year, and I expect Finspan to do the same. While I can see why some may be disappointed with a spin-off game, Stonemaier Games needs to stay afloat financially. Finspan may be a spin-off game, but it affords Stonemaier Games to take other risks with different titles.
Again, Stonemaier Games has a full slate of games for 2025 that don’t include Finspan. If the innovation reason is why someone rated Finspan low, wait for the game’s release. Wyrmspan tweaked Wingspan’s base gameplay. I expect Finspan to do the same.

There is a penultimate group of people who review a board game on BGG before the game’s release. These folks try to affect the scoring’s bell curve. Some folks refuse to give an unreleased game a perfect or high score, so they tank the score to even out the final rating. This mentality can work the other way, and I think it did with people rating Finspan a 10, even though they’ve never played the game. These are Stonemaier Games truthers who believe in the company. To be fair, Stonemaier Games has earned that trust.
This behavior is odd. BGG doesn’t include a game in its ultimate Geek List until many people review the game or have logged plays of it. There used to be–and sometimes there still is–a time component. A game cannot be listed on the final Geek List unless it’s been released for several months. This does compensate for this odd behavior. Regardless of how BGG’s Geek List works, these games typically get aggregated sufficiently in the end.
In short, I wouldn’t worry about a minority of gamers who would rate a game before the game’s release.
Note: There was one person who claimed, “I don’t like Stonemaier Games,” so there are gamers who don’t like Stonemaier, and that’s fair.

Let’s swim into deeper waters here. Some of you may need a trigger warning for the following darkness. Fair warning, I’m not suggesting that most people who rated Finspan a 1 on BGG belong to this camp. Unfortunately, the number isn’t zero.
Elizabeth Hargrave is a woman. She’s even an outspoken woman who designs board games, and she has a megahit with the Wingspan series. Some people are jealous. Others don’t want to give credit to a woman trying to break into a predominantly boys’ club. I hope the number of people who review bombed Finspan belongs to any of the previous camps, but I’m going to be real. Most likely, at least one person review bombed Finspan because it’s a spin-off game from an outspoken woman board game designer.

So, what are our takeaways? BGG isn’t to blame for review bombing or inflating. Listing a game is great for publicity. I guess even bad publicity is publicity. Whatever the reason someone may review bomb a popular board game series release, people need to chill. Stonemaier will produce multiple games not named Finspan this year. BGG scores will even out after Finspan’s release. There’s room for multiple people of all kinds at the gaming table. Diversity makes our hobby great.
And if you’re picking up a copy of Finspan this month, you’re in the greater Omaha area, and you don’t mind teaching me the rules, I wouldn’t mind trying out Finspan. If it’s anything like Wyrmspan, I’ll play it once and then buy it later. And wherever you are, I hope you’re having a great day.
Hey, hey! Kyra Kyle here. It might be a little early for another tabletop game review, but we’re catching up on some of the backlog. Today’s review is one with a high toy factor (a board game with plenty of toy-like features): Sushi Boat.
Sushi Boat leans into its theme; the board is a sushi conveyor belt. Each turn, players perform their choice of actions, including taking plates of sushi off the revolving belt on the board, paying staff tiles for special effects, or buying side dishes. As they eat, players stack plates in front of them. Players score points by eating off matching (color) plates and for eating a variety of sushi types (set collection). The Wasabi Challenge shakes things up by adding a memory component that can swing the victory.
Before we get any further, we’ll set the table and discuss Sushi Boat details.

Designer: Dario Massarenti, Francesco Testini
Publisher: Japanime Games
Date Released: 2023
Number of Players: 2-5
Age Range: 9 and up
Setup Time: 15-20 minutes
Play Time: 30-75 minutes
Game Mechanisms
Memory
Set Collection
Worker Placement

Place the wooden sushi boat board (with a built-in “conveyor belt”); this board is the central visual element and will draw a crowd when placed on the board.
Mix the Staff tiles and randomly place 1 on each Staff space (these are pictured in the rulebook). Place all of the Wasabi cubes in the Wasabi Bowl (Sushi Boat includes ceramic bowls; the production value is insane). Each player chooses a color and takes the matching pawn and player mat. Place all of the Yen in the change tray (again, a ceramic tray), this is the bank. Give each player 2 Yen; players place their Yen on their player mats.

Put all the colored Plates in the bag and mix them well, leaving the white plates to the side for now. Then, randomly draw Plates and add them to the conveyor belt area of the board one at a time until the board is full. Then, draw 3 more plates and add them to the Trash beside the board. After filling the game board, add the white Sushi Plates to the bag and mix them in.
Separate the 4 Wasabi cards from the Side Dish cards and set them aside for the moment. Shuffle the Side cards. Then, depending on the number of players in the game, you will discard cards at random from this deck. Then, set aside a number of Side Dish cards equal to the number of players. Add the Wasabi cards to the Side Dish cards and shuffle them well. Create a face-down draw deck near the game board, and finally, place the Side Dish cards you set aside (not the discarded ones) and add them to the top of the face-down draw deck.

Beginning with the starting player, you’ll take turns going to the left. On your turn, you do the following steps in order:
1) You must turn over the top card of the Side Dish deck and refill the Sushi Boat
2) You must move your pawn to an empty seat
3) You may perform one action (from a selection of 3)
4) You must eat sushi
Let’s talk about the different steps in detail.

1) “You must turn over the top card of the Side Dish deck and refill the Sushi Boat.”
We’ll set the Wasabi card aside for the time being; they’re their own beast. Every other Side Dish card will have a symbol in the top right-hand corner. This will tell you how many sushi plates you’ll need to add to the belt. At the bottom, you’ll find effect text; this will give you a special ability if you choose to purchase the card (in a later step) and then use the card.

Wasabi Challenge:
The game stops temporarily. Each player tries to guess the color of the 2 plates hidden in the tunnel at the back of the Sushi Boat. First, take all of the Plates in the Trash and return them to the bag, mixing them well.
Then, each player takes 2 Wasabi Cubes from the bowl and secretly places them on their player mat to mark the colors they think match the hidden Plates. You may place both Wasabi Cubes on the same color if you think both Plates are that color. Finally, add Plates to the board until the two hidden Plates are fully revealed (this will most likely push some Plates into the Trash).

Each player compares their guess to the 2 Plates that were revealed. For each color you guessed correctly, you keep that Wasabi Cube. Any Wasabi Cubes on incorrect guesses get returned to the Wasabi Bowl.
2) “You must move your pawn to an empty seat”
You must move your pawn every turn. You can move it to any seat on the board that isn’t already occupied. But you could pay another player 1 Yen to return their pawn to their player board, so you can claim their seat.
3) “You may perform one action” (from a selection of 3)
A) Visit the Staff: If you’re on a space with a staff member, you can pay 1 Yen to perform their special ability.
B) Buy the top Side Dish: Pay 1 Yen to buy the top card of the Side Dish deck; this will most likely be the card you revealed at the beginning of your turn. Note: Players cannot buy Wasabi Challenge cards.
C) Take 1 Yen from the bank.
4) “You must eat sushi”
Take the Plate from the conveyor belt space that is next to the seat your pawn is on. Typically, you will add these plates to the top of your stack of Sushi Plates. (Some Side Dish Cards allow you to break this rule.)

Play continues like this until the Side Dish Deck runs out. When this happens, the game ends. Players score points for the number of consecutive-colored plates in a row, minus 1. So, a stack of 4 red plates would be worth 3 points. You may have multiple stacks of colored plates. (White plates don’t count for or against a consecutive-colored plate stack.) Then, you add up the sets of sushi you claimed (the unique sushi dishes depicted on the plate; there are 7 sushi types). After that, players get bonuses for playing the most Side Dish cards and some Side Dish cards add a victory point. Finally, each Wasabi Cube is worth 1 point each.
Whoever has the most points wins.

Sushi Boat is a great game with an immense toy factor. This game’s production value is over the top. It may even be too nice—if there is such a thing. Ceramic bowls? Are you kidding me? My oldest daughter just returned from Japan and had plenty of real Yen to replace the punchboard Yen included with the game. Even without that, Sushi Boat has fantastic components.
Sushi Boat balances its elements well. I didn’t think memory and worker placement would work, but it does. I’ve found that younger players (ahem, children, ahem) have an advantage during Wasabi Challenges. I tend to focus on the mechanical aspects of the game like special abilities (through the staff and Side Dish cards) and forget to keep track of which plates have slid under the tunnel. This is the one aspect I’ve found most children gravitating toward. This typically gives a child player an extra three or four points.

Speaking of the tunnel and the titular sushi boat, the sushi boat looks fantastic. Sliding Sushi Plates across the “conveyor belt” feels great. I’ve even visited a sushi boat restaurant since playing this game. They use colored plates to tally your bill. Ingenious. And that’s what Sushi Boat’s central board is, too. Ingenious.
The one negative I’ve found is the setup and rules explanation. I’m not lying when I cited the setup time in “Fiddly Bits” as “15-20 minutes.” That’s a little long for Sushi Boat’s weight and game length. I almost feel compelled to play more than one game at a time. The rules explanation for new players can also take a little extra time than what I’d like for a game of Sushi Boat’s length, too. But retaining the rules from one play to the next is easy. Barely an inconvenience. The actions that players perform in Sushi Boat are so thematic that it makes it easier to relearn the game, even if you haven’t played in months.
Setup and initial rules explanation can be on the long side, but the effort is well worth it for a game this thematic. While an odd combination, the game’s mechanisms work well together and level the playing field for children. And the board. Look at the board!