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Regular Episodes

Spider-Man 3 with Harry Steele (Games On Film)

Let’s talk about Spider-Man 3, the movie where Sam Raimi looked at “menacing single antagonist” and said no thank you, I would like three, please, and also I would like Peter Parker to dance down the street like he’s auditioning for a jazz-hands cult. It’s a movie that tried to do everything, mostly succeeded at doing too much, and somehow still made enough money that Activision looked at it and thought: yes, this deserves not one video game, but two, spread across seven different consoles, so that literally nobody in 2007 could escape it. Ambitious! Chaotic! Extremely on brand for the source material!

See, there’s the fancy version, built by Treyarch for PS3, Xbox 360, and PC, where you get a whole open Manhattan to swing around in and the black suit shows up only when the story deems you emotionally ready for it, very mature, very earned. And then there’s the completely different budget cousin, built by Vicarious Visions for PS2, Wii, PSP, GBA, and DS, where you can slap the black suit on whenever you feel like being a jerk, the Wii Remote gets to pretend it’s a web-shooter, and the DS throws the D-pad in the trash entirely so you can beat up Sandman by poking a touchscreen like it owes you money. Same cover art. Same villains. Practically strangers.

Swinging in to help me sort out how many wildly different versions of one questionable movie a single franchise can generate is Harry Steele, co-host of Games on Film, the podcast where he and his brother Rory spend their days grading movies based on video games! Which means Harry has built an entire professional skillset around asking “did Hollywood mess this up,” and today, for one glorious episode, we get to point that same energy directly back at a video game and ask if it managed to mess up the movie right back. Poetic justice! Content symmetry! Whatever you want to call it, it’s happening!

So grab whichever suit you’re feeling today, pick a console, any console, apparently they all made their own decisions, and let’s find out if the Spider-Man 3 games handled three villains and seven platforms with any more finesse than the movie handled three villains and one dance number.

Yu-Gi-Oh Nightmare Troubadour with The Gaming Anthropologist

Video game licensing runs on a very simple equation: if a popular franchise exists, and a handheld system exists, someone will eventually put a game together and slap on a release date. That’s probably the story behind Yu-Gi-Oh! Nightmare Troubadour, with Konami treating the whole affair with the enthusiasm of checking a box on an extremely profitable to-do list. It was the franchise’s first outing on the Nintendo DS, arriving with the confidence of a company that already knew the math worked.

The pitch itself barely needed a pitch meeting: take the actual Duel Monsters card game, cram in over a thousand cards, and let the DS’s two screens do what a real card table always wished it could, which is render your monsters in flashy 3D up top while the actual decision-making, deck construction, knowing what a Trap Card does, happens down on the touchscreen below. The story loosely resets you into a remixed version of a Yu-Gi-Oh tournament arc, because apparently even a game that’s essentially “trading card simulator” still needed somebody to kidnap somebody, and wireless dueling and card trading rounded things out for anyone who wanted to bankrupt a friend without leaving the couch.

Making the trip through Battle City with me is The Gaming Anthropologist, who’s been out in the field studying gaming culture the way some people study a subject that actually pays.

So build your deck, set a face-down card of your own choosing, and let’s find out whether Nightmare Troubadour actually captured what made Duel Monsters worth dueling over, or whether “the license existed and so did the hardware” was doing all the heavy lifting.

Teenage Mutant Ninja Turtles 3 Mutant Nightmare with Pierce Lydon (Spawnography)

By 2005, Konami had made three TMNT beat-em-ups based on the 2003 animated series, which is the kind of commitment usually reserved for tax filings or long-term relationships. Teenage Mutant Ninja Turtles 3: Mutant Nightmare landed that November on GameCube, PS2, Xbox, and Nintendo DS as the trilogy’s closer, and Konami sent it off in style by giving it the series’ first E10+ rating, as if four years of shell-based violence had finally crossed some invisible threshold of Too Much.

The game loosely adapts the show’s third season across four “Episodes,” which means the Triceratons invade Earth, Agent Bishop kidnaps Splinter for reasons that presumably made sense to somebody in a government facility somewhere, and Shredder shows back up to remind everyone that retirement isn’t really a thing that happens to ninja warlords. Along the way you can pour experience points into skill scrolls, transform into a Dino Turtle or an Ultimate Turtle depending on the mood, and, if you clear the first Episode, unlock a modified version of the 1991 arcade classic Turtles in Time, which is Konami’s way of saying “here’s the good one, in case this one doesn’t land.”

Joining me to sort the Triceratons from the Foot Ninjas is Pierce Lydon of Spawnography, the podcast where he and George Marston work through Todd McFarlane’s entire Spawn mythology one hellish arc at a time. Pierce has already survived one trip through the Play Comics gauntlet with me on Spawn in the Demon’s Hand, so they know exactly what they signed up for this time: showing up, being extremely knowledgeable, and getting talked into yet another licensed beat-em-up nobody asked for.

So grab a ninja scroll, pick a turtle, any turtle, and let’s find out whether Mutant Nightmare sent Konami’s turtle trilogy out on a high note, or whether the Triceratons should’ve just stayed home.

Upcoming Episodes

Dates subject to change
 

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