Hellboy The Science of Evil with George Marston (Spawnography)
Every generation needs a reminder that games-based-on-movies-based-on-comics are their own strange little ecosystem, and Hellboy: The Science of Evil is a proud, slightly confused citizen of it. It doesn’t adapt either del Toro movie directly. Instead it just borrows the general vibe, invents its own plot, and trusts you to recognize a giant stone fist and a wisecracking demon without needing either film’s actual story. It’s the video game equivalent of a cover band that only plays originals.
And that giant stone fist deserves a moment, because it’s doing some real character-design heavy lifting. Hellboy is built around exactly one absurdly oversized body part, and that’s basically the whole design manual for a certain flavor of comic book tough guy: pick one appendage, blow it up past the point of reason, let the silhouette do the talking. Todd McFarlane ran the identical play with Spawn, except he went south instead of north, handing us a hero who could probably punt a sedan but might struggle to tie his own laces. One big fist, one big boot. Same weird design instinct, opposite ends of the body.
Which is a good excuse to bring in George Marston of Spawnography, the podcast where Pierce Lydon joins in to spend their time in the giant-boot corner of that exact design philosophy. George is flying solo this round to see how a giant fist holds up against a their usual task of studying a giant boot.
So pick your favorite oversized body part, brace for a beat-em-up that seems mildly allergic to its own source material, and let’s find out whether The Science of Evil earns a place next to del Toro’s films, or whether it belongs exactly where most tie-in games end up: forgotten. And don’t forget about the Nazi occultism.
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