Harley Quinn: “Big Pasta Dinner” Review

Season’s Thoughts

Not going to lie. I have no idea where to start with “Big Pasta Dinner.” There were so many good moments and an even balance among the characters featured in this episode.

If I had to pick a focal point of this episode, I’d say Harley took the stage most of the time, but only by a small margin. The bat family definitely had more of the heartwarming moments. The Bruce Wayne/Joker heart-to-heart in the sauna was the most surprising. Definitely not something I’d expect in any other DC show. We got to experience Bruce grow as a person in real time. Well, save for his taste in girlfriends.

Shaun the Shark being featured in “Big Pasta Dinner” was a treat for me. Even though we’ve had a lack of King Shark in Season 5, Shaun’s shenanigans this episode helped lighten the heaviness of the bat family.

Speaking of shenanigans, Alfred turning on the bat family was a fun twist. It wasn’t out of left field for a show like Harley Quinn, but it also wasn’t something I was necessarily expecting, either. It was a bit off to me that Dick forgave Harley for killing him after she saved his life one time. Other than that, I enjoyed this episode.

Kyra’s Take

Agreed. Alfred exacting revenge on the bat family, and Bruce Wayne in particular, may seem odd in any other show based on DC Comics besides Harley Quinn. Bruce had it coming. This version of Bruce doesn’t even know Alfred’s surname. He calls him Alfred Butler. Butler? Try Pennyworth. It’s sad when Harley knows Alfred’s surname and Bruce doesn’t.

Like I said at the beginning of this season, the original Harley Quinn creative team has taken back the reigns in Season 5. They pivoted hard from the Gotham Sirens and let the Dick Grayson revenge thread slide for half a season. Dick returns in “Big Pasta Dinner,” and the show gives another nod to DC Comics history. Dick dons the Red X disguise, which is an alternate outfit he wore to get close to Deathstroke during a Teen Titans comics storyline. An excellent way to resolve the story that this creative team didn’t start in Season 4 and an amazing reference.

I agree with Season. We can use as much Shaun the Shark as possible; he is a treat. But Shaun became more than comic relief for the episode’s heavier moments. I also like how Harley Quinn worked Shaun’s penchant for destruction in her favor. This did a lot to merge the two disparate story threads.

I loved the Joker and Bruce as middle-aged dads thread. Season mentioned their heart-to-heart in the sauna. I have to agree that it was surprising. Joker giving Bruce parenting advice with his clown makeup running was hilarious and endearing. And Bruce’s son and Joker’s stepdaughter dating by the end of the episode set the show for more parental shenanigans.

Thank you for reading. Wherever you are, I hope you’re having a great day.

Your Friendly Neighborhood Spider-Man: “The Unicorn Unleashed!” Review

Season’s Thoughts

We’ve hit the third episode in a row this week. More revelations come to light at the end of the episode in addition to some friendship woes. Let’s go!

“The Unicorn Unleashed!” features four Russian criminals working together. They outright say what their villain counterparts are (except for Dmitri, the Chameleon). This episode centers on Mila Masaryk as The Unicorn through Otto Octavius’s gear. She busts her friends out of jail but gets power-hungry. There already wasn’t much of a sense of camaraderie among the four in “Hitting the Big Time,” so this wasn’t unexpected. I’m unsure if Mikhail’s son is going to be the Rhino in future episodes or if they’ll have Mikhail be the Rhino. I’m leaning toward the latter.

Peter’s friendship with Nico is suffering as he’s making less time for her and being dismissive. This could lead into her origin story and I’m hoping it does. This uneasiness was sprinkled throughout this episode more than it was in “Hitting the Big Time,” so I’m hoping they explore it more in future episodes. That brings me to Lonnie.

We got a lot of Lonnie in Episode 4. They kept that momentum going with Episode 5. Lonnie gets called into a gang fight against the Scorpions and saves Big Donovan’s life. I half-expected him to ask for his freedom from the gang as a reward. Instead, he asked Big Donovan to stop calling him “Superstar.” Tombstone is born.

Skye’s Take

Lonnie continues to be my favorite character. Despite not being the focus of this episode or the previous, he steals the screen every time he’s on it. Especially now that he’s officially “Tombstone.”

Even though Lonnie’s transition is good, the Peter/Spider-Man stuff is still cool. Things move forward in his story: his new relationship with Harry (after discovering his identity), his current relationship with Nico, and crime fighting. Weirdly, I’m more interested in Lonnie’s story. Don’t get me wrong, I like Spider-Man as much as the next person, but now that Lonnie’s story is popping off, Spider-Man feels like a side story. Maybe it’s because I’ve seen Spider-Man done so many times before. Some of the general crime-fighting fare is a bit old to me now. Heck, even Peter struggling with his social life is a bit overplayed.

While more villains were established, mostly with Doc Ock in the opening and the gender-swapped Unicorn, it still doesn’t seem like much is being done with them yet. I can respect the creators biding their time and waiting for the opportune moment to release them, but it feels like cliffhanging for viewers. If you promise enough villains for seasoned fans, eventually you’ll hook them whether or not you deliver.

Lonnie’s story alone is enough to keep me coming back to this show. Although, if they unveil a big-name Spider-Man villain soon, that’d help spice up the Peter stuff.

Thank you for reading. If you’d like to dive deeper into Your Friendly Neighborhood Spider-Man, follow this link for episodes 3, 4, and 5’s Secrets (Easter Eggs).

Your Friendly Neighborhood Spider-Man: “Hitting the Big Time” Review

Season’s Thoughts

Last episode, Peter waffled back and forth between partnering up with Norman Osborn. This episode, they go full swing into a partnership—with a twist ending.

“Hitting the Big Time” had quite a bit of Lonnie. We get to see his encounter with the Scorpions. Lonnie didn’t seem to fully understand the gravity of his situation until his chat with Big Donovan after this encounter. I’m thinking he’ll take down Big Donovan in the coming episodes then continue to run the gang as the ringleader if we’re to go by his comic book counterparts.

We get to see Spidey go through a myriad of costume changes. We won’t talk about the individual suits here, but this segment provided a pseudo identity crisis for Spidey. I say “pseudo” because Osborn pressured him into trying the different suits that didn’t fit. Spidey knew who he was from the beginning. Getting to see the different suits in action was a goofy treat.

Toward the end, Spidey’s identity gets revealed to Harry Osborn by mistake. Oops. On the plus side, Harry seems to think it’s cool. Spoilers, we also catch a glimpse of Otto Octavius. End of spoilers.

Skye’s Take

This episode was entertaining despite not having too much bearing on the story. The biggest additions in this installment involved Lonnie while Peter worked with Norman.

Lonnie deals with gang life and he’s not ready. Things get real when Lonnie meets a rival gang, led by none other than Mac Gargan. Lonnie’s reaction to this shift is believable. At first, he treats gang life as an excuse to get some study time in. After learning that belonging to a gang puts a target on his back, he reluctantly continues doing jobs for them to protect his family. Clearly, the wheels are turning for him to become what we all know who he’ll become, and it’s legit riveting. At this point, Lonnie’s my favorite character.

Back with Peter and Norman, they try out a series of different suits to see what works. It’s pretty funny. While it’s not essential to the plot, it is fun to watch and is much funnier than the humor in earlier episodes.

While I like where this series is going, I still have one problem. A lot of future villains are being teased right now. Newly added villain teasers are The Scorpion and Doc Ock, but when are they going to, you know, do something? By this point, several future villains are set up, but nothing is being done with them.

Although maybe that’s to come in the next episode. I can only hope. And I’m excited to find out. 😉

Thank you for reading. If you’d like to dive deeper into Your Friendly Neighborhood Spider-Man, follow this link for episodes 3, 4, and 5’s Secrets (Easter Eggs).

Your Friendly Neighborhood Spider-Man: “Secret Identity Crisis” Review

Season’s Thoughts

I said last week I expected to see Norman Osborn as Green Goblin within the next few episodes. Now, I’m kind of hoping that’ll be the Season 1 finale. Without watching Episodes 4 and 5 prior to this review, let’s swing into “Secret Identity Crisis.”

We didn’t linger too long on Peter’s mental crisis after Norman revealed that he knew of Peter’s identity as Spider-Man. Normally, I’d like to explore this a bit more but, for this show, it would feel out of place. That said, we got to learn a bit about Nico’s situation during this segment. She’s in foster care. If they’re going to lean into a variant of the Runaways narrative, I’m digging this backstory.

I’m not sure I cared too much for Lonnie’s kid brother joining a gang. He seemed disgruntled but, overall, a good kid. It wasn’t entirely unexpected since we saw how Lonnie was followed by the cops (among other things) in “Amazing Fantasy.” This felt a bit forced. However, Lonnie turning himself over to the gang to save his brother does make sense for his character. I’m curious to see how he’ll become Tombstone later.

One last thing. I thought it was endearing to see Peter save Uncle Ben’s camera. The camera backstory isn’t something I’ve seen much of. I found myself saying, “Aw.”

Skye’s Take

While I started having doubts in the last episode, the show is back on track with this one. At first, I thought the show was moving too fast and I couldn’t tell where they wanted to take the show. Their intentions are now clear. In fact, this episode was kinda cute.

I latched onto each character. Not gonna lie, I was surprised to see how caring and positive each character is, especially Norman Osborn. Considering how the previous episode ended, I expected him to go into full Goblin mode real soon. However, he’s far from that. Norman seems genuinely pleasant and willing to help Spider-Man after learning his identity, and that’s a nice spin on the idea. The Spider-Man stuff is getting more interesting as Spider-Man’s “Guy in the Chair” is literally the Green Goblin.

I agree with Season on the Lonnie stuff. His brother Andre joining a gang was out of left field, but the show needed to get Lonnie into a gang somehow. It also makes Lonnie a more complex character. Knowing his future as Tombstone, seeing him vulnerable around his family sets him up as a tragic character. I’m looking forward to the episode when they rip my heart out with him becoming Tombstone.

With minimal gripes on this episode, and prior to watching the other two, I’m back on board. Let’s keep this Spider-Train a rollin’ with more great episodes.

Thank you for reading. If you’d like to dive deeper into Your Friendly Neighborhood Spider-Man, follow this link for episodes 3, 4, and 5’s Secrets (Easter Eggs).

Your Friendly Neighborhood Spider-Man: “The Parker Luck” Review

Season’s Thoughts

Two episodes in one day? Did I win the lottery? Disney decided to give us big bucks this week. Joking aside, “The Parker Luck” kept the momentum of “Amazing Fantasy” and catapulted the story forward.

There was a recap at the beginning of “The Parker Luck,” which I normally wouldn’t mind if I knew the episodes were aired one week after the other. “The Parker Luck” and “Amazing Fantasy” dropped on the same day, so the recap felt unnecessary. It also needlessly padded the runtime (which is three minutes shorter than “Amazing Fantasy”) with this addition. That said, I’m digging the intro. I refuse to skip that intro.

Since he was introduced at the end of Episode 1, I’ll name drop him here. I’m loving the arc of Norman Osborn approaching Peter to offer him an internship, followed by another turn at the end of the episode. Once again, they wasted no time in propelling the story forward. However, I wasn’t a fan of Peter making plans with Nico then not showing up because of his other obligations. It’s overdone and trope-y. This is a kids’ show, so I won’t nitpick too much, but that trope gets old real fast.

I’m expecting to see Norman Osborn as the Green Goblin within the next few episodes, if not Episode 3 next week. We may see the counterparts of other characters during that time, too.

Skye’s Take

While the pilot episode proved to be a solid opening, this second episode got more mixed feelings out of me. “The Parker Luck” does have good things in it, but it left me asking “What’s the goal of this show?”

Since the episode ended with one of the main characters discovering Peter’s identity, I’m not sure where else this show can go from here. Sure, Spider-Man: No Way Home also dealt with Peter living with his identity going public, but at least that Spider-Man had been established for some time. Once again, I’m still not sure if I like this Spider-Man yet. It seems to me that the show is throwing a lot of major plot developments in the first few episodes to encourage viewers to keep watching. Given the show is still in its infancy, it’s moving way too fast.

However, I still feel satisfied with the relationship between Peter and his friends. Despite my other complaints, I enjoy seeing Peter hang out with Nico and Lonnie. This is also why it was so frustrating when he didn’t make it to the party in the episode. Believe it or not, this Spider-Man show is hooking me with its Peter Parker content more than its Spider-Man content. There were a few characters that appeared in the episode which are clearly being set up for future episodes. Dr. Connors and, of course, Norman Osborn who’re soon to be The Lizard and The Green Goblin respectively, but there’re undoubtedly more to come. As a Spider-Man fan, I can’t deny that there’s a novel feeling to seeing these characters appear knowing what they’ll eventually become.

Despite some reservations, I’m excited for this show and look forward to more surprises.

Thank you for reading. If you’d like to dive deeper into Your Friendly Neighborhood Spider-Man, here’s a link to the Secrets (Easter Eggs) page for the first two episodes.

Your Friendly Neighborhood Spider-Man: “Amazing Fantasy” Review

Season’s Thoughts

Whoa! Spider-Man got aged down again in his new show on Disney+. Not going to lie, the thirty-one minute runtime intimidated me at first. Despite this, the episode didn’t feel like a thirty-one minute long pilot. Grab your web shooters and let’s swing through Episode 1 of Your Friendly Neighborhood Spider-Man.

First impression: the art style. This was jarring for me when I looked at promotional materials for the show. I don’t dislike it, but it does take some getting used to. There were a few scenes at the beginning of the show depicting Peter getting ready through animated comic book panels, which was cute. I hope they do more of this in future episodes.

In the opening paragraph, I mentioned the runtime. I anticipated the spider bite scene to be at the end of the episode, but they wasted no time getting into it. The opening sequence of Peter getting ready/being late on his first day of school dragged a bit. He spent a lot of time telling Aunt May how much he appreciated her, which was heartwarming, but I don’t think it warranted two separate scenes within the first ten minutes. There were several characters who got introduced right off the bat, some of whom will likely become villains later on down the line. I won’t name drop, but there is a major Spider-Man villain who gets introduced at the end of “Amazing Fantasy.”

One last thing before I let Skye take the wheel—toward the end of “Amazing Fantasy,” real-world problems were showcased. The most notable examples are Lonnie getting followed by a cop on his walk home and someone who stole cash after losing their job. I won’t hang on this for long, I appreciated the inclusion of these moments. It makes the show more grounded.

Skye’s Take

Thank you for the stirring introduction, Season. I must say, after watching the first episode of this new Spider-Man series, I was pleasantly entertained. For the most part, it seemed to combine both old and new concepts we’ve seen in Spider-Man stories before. In the process, it created a world that looks familiar yet still feels fresh.

Regarding Season’s comment on the animation, I thought it was good with some noticeable imperfections. Overall, it’s pleasing to the eye, but it isn’t as good as Into or Across the Spider Verse. Part of me wonders if the animators were attempting to imitate that style by blending hand-drawn and CG animation similar to what those films did.

Despite that, this show proved to me that it was on the right track. The action was energetic and well-paced. We were introduced to a bunch of characters, but each of them seems likable with room to grow. Even the voice acting was pretty solid. There were some notable exceptions with some of the extraneous characters, but what can you do? If I were to harp on anything: the jokes aren’t that funny. The jokes got no more than a chuckle out of me, but comedy is subjective.

I’ll piggyback off another of Season’s comments. While I’m not opposed to including a moment like Lonnie getting racially profiled in a kid’s show, the moment comes out of nowhere. Suddenly, we’re supposed to feel bad for a character we barely know, and it comes across as Disney just trying to earn brownie points with minorities. Disney has a history of pandering to minorities on-screen, while behind closed doors, it’s a different story. If this story beat returns, I may have different thoughts.

Ultimately, this was a good start to a (potentially) good series.

Thank you for reading. If you’d like to dive deeper into Your Friendly Neighborhood Spider-Man, here’s a link to the Secrets (Easter Eggs) page for the first two episodes.

Harley Quinn: “Back to School” Review

Season’s Thoughts

Last week’s episode had some darker moments, but was fairly lighthearted. This week’s episode got gritty, gory, and introduced another new adversary in the final scene. Contrary to “The Big Apricot,” “Back to School” didn’t have as many slice-of-life moments. It either swung into the dark details of Poison Ivy’s origin or went full goofball with Harley and the baby sharks.

I didn’t mind the extreme shifts in “Back to School” since it was engaging and had good pacing. Ivy not telling Harley about her day will probably come back to bite her later given what we learn at the end of the episode. So far, Harley Quinn has had good continuity.

“Back to School” introduced more new characters, but I count the baby sharks (aside from Shaun) as one entity. Harley Quinn has introduced several new characters consecutively in the past, but not all of them stick around. I’m curious to see which characters they decide to keep for Season Five. Harley Quinn isn’t shy about killing off characters.

Speaking of characters, this is the first time we see King Shark in Season Five. He’s moved to Metropolis. I had a feeling they’d find a way to incorporate him in Metropolis since he’s featured in the artwork for Season Five. However, his appearance with his kids on Harley and Ivy’s doorstep did feel a bit forced. Since it’s the only thing that slightly annoyed me in this episode, I’ll give it a pass.

Kyra’s Take

This week’s episode of Harley Quinn, “Back to School,” added some deep cuts into DC Comics lore and Harley Quinn’s spin-off series Kite Man: Hell Yeah!. While these inclusions can be a lot as Season mentioned, they work within the fabric of Harley Quinn and the greater DC Comics. I like that about Harley Quinn. It reinterprets DC Comics characters while staying true to their roots.

Bane and Goldilocks return from Kite Man: Hell Yeah!. I just finished watching Harley Quinn’s spin-off series. It doesn’t hold up as well, but Bane was one of the show’s standout characters and it’s nice seeing him return to Harley Quinn. I could do without Goldilocks. There’s a reason Queen of Fables doesn’t like her. The third thing of a set one gives Goldilocks will usually be “just right.” Ugh! You don’t need to know much more about the character (or watch Kite Man: Hell Yeah! before watching this episode), and you can imagine the long-suffering Bane having to please this petulant child.

This next section could be considered spoilers. Season avoided mentioning this character. If you’d like to see the episode yourself before reading this take, skip to “end of spoilers.” You’ve been warned.

It didn’t don on me that Harley Quinn has gone four seasons without mentioning Dr. Woodrue until I heard his name. Floronic Man (Dr. Woodrue) frequently serves as a foil to Poison Ivy. “Back to School” casts him as Ivy’s college professor and that works. Woodrue attempting to steal Ivy’s life’s work (namely her plant-sidekick Frank) and claim it as his own has plenty of dark undertones. Harley Quinn doesn’t play it off for laughs either. That’s why these scenes get cut by kid shark antics. As soon as I heard Dr. Woodrue’s name, I got excited. “Back to School” does the character justice.

End of spoilers. I agree with Season that “Back to School” had a lot of severe shifts in tone, but these shifts worked. Harley’s kid shark antics undercut the Ivy’s brooding narrative. “Back to School” does a good job of weaving old Harley Quinn characters into the Metropolis setting while setting up a juicy antagonist for the season.

Free-To-Play Video Game Review: Marvel Rivals

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.

Mechanisms

Mechanisms: 0/10

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.

Gameplay Loop

Gameplay Loop: 8/10

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.

Respectful of a Player's Time

Respecting Time: 8/10

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.

Battle Pass: 5/10

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.

Video Game's True Cost

True Cost: 7/10

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.

Connectivity: 7/10

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.

Online Experience: 2/10

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.

User Interface: 5/10

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.

Graphics and Audio: 4/10

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.

Aggregated Score: 5.11

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.

Tabletop Game Review: Sushi Boat

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.

The Fiddly Bits

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

Game Setup

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.

Game Flow

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.

Review

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.

Verdict

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!

Tabletop Game Review: SiXeS

Hey, hey! Kyra Kyle here. We haven’t done too many tabletop game reviews over the past several years—before our Marvel United review last month (here’s the link for that review if you missed it). Today’s review is a much shorter game, but one that packs a punch: SiXeS.

Played over six rounds, SiXeS is a party game where players predict what their opponents will write that will match—or not match—depending on whether you’re in a “match” round or a “unique” round. The player with the most points after six rounds, wins.

Before we proceed, we’ll prep the party and discuss SiXeS’s details.

The Fiddly Bits

Designer: Steven Poelzing and Rick Soued
Publisher: Eagle-Gryphon Games and Hobby World
Date Released: 2016
Number of Players: 3-8
Age Range: 12 and up
Setup Time: Less than a minute
Play Time: 15-20 minutes

Game Mechanisms

Party Game
Card Game
Word Game

Sixes Tabletop Game

Game Setup

SiXeS consists of three decks of cards: “Match,” “Unique,” and “Lightning” decks and a scoring pad. Each player gets a sheet from the scoring pad and a writing utensil. Shuffle all three decks. Each card is double-sided with one side easier than the other. SiXeS’s rulebook shows which side to use for each round.

You’ll also need a means to keep time; you can use a minute-long sand timer (SiXeS doesn’t include one) or set your phone’s timer for a minute. Some of the rest of “Game Setup” can fall under “Game Flow,” so let’s continue with the next section.

Game Flow

On the scorecard, you’ll find rounds 1-6 marked. Each round has spaces for six answers. Play begins with a “Match” card. After the timer starts, players will think of things that fit the category’s criteria (this will be the word or words printed on the card). For instance, a category like “Sandwiches” can yield answers like “Peanut Butter and Jelly,” “Hero,” or even “Knuckle.” You’re going to have to match at least one other person’s answer at the table, so you may not want to get fancy with which words you use during a “Match” round.

Players find out if they matched anyone else at the table by sharing their answers. You receive a point for each answer that matches another player. If all six of your answers have at least one match, you receive a “Crooked Six.” That’s a seven. You get seven points if you match all six answers. I guess the designers wanted to maintain SiXeS’s theme by calling a seven a “Crooked Six.”

The objective changes with “Unique” rounds. “Unique” rounds play a lot like Scattergories, but you aren’t forced to begin each of your answers with the same letter. In “Unique” rounds, you receive points for each answer that matches no one at the table. You can also earn a “Crooked Six” if no one else puts down your valid answer.

The final card type, “Lightning” has six different categories. You will answer each category in the order in which they appear on the card, and players will try to match answers with at least one other player at the table.

The player with the most points at the end of six rounds wins.

Review

SiXeS resembles Scattegories but with a twist. I like how the rounds vary. As a result, I find it easier to continue playing multiple rounds of SiXeS over Scattegories.

I have yet to play a game of SiXeS that doesn’t include someone getting miffed that no one else chose their cromulent answer or at least one round ending with multiple people unable to fill in all six spots on their scorecard. SiXeS can be frustrating at times but also engages a group of gamers. It’s a great ice-breaker game. It fits into the party game category and a “getting-to-know-you” game. I can see companies using SiXeS as a morale-building tool.

SiXeS’s box says you can play 3-8 players. I wouldn’t recommend three players. Four and five players can be a lot of fun, but SiXeS’s works the best at higher player counts. There’s nothing preventing someone from playing SiXeS with more than eight players. No one’s stopping you from handing out extra scorecards and writing utensils.

That said, beyond the eight-player mark is where SiXeS either becomes super easy and super hard, depending on the round. Matching one out of ten or eleven players would be easy—too easy—but coming up with a unique answer among ten or eleven players can be nearly impossible. I’d stick to as close to eight players as I can. You could convince me into a nine or ten-player game of SiXeS, but the game begins to crumble under the weight of eleven or more players.

Verdict

Easy to learn and fast to play with great replayability, SiXeS gives Scattegories a much-needed twist. It’s also highly portable. I won’t mind taking SiXeS with me on future trips.