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    Home»Movies & TV»“Top Gun: Maverick” Exists- The Cruise Awakens [Review]
    Movies & TV

    “Top Gun: Maverick” Exists- The Cruise Awakens [Review]

    Derrick MurrayBy Derrick MurrayMay 29, 20228 Mins Read
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    If you’re like me, you had a hard time believing that anyone would ever actually see a 30 year old sequel no one but Tom Cruise himself asked for. “Top Gun: Maverick” had been on the shelf for so long and had so many release date changes I started to think it was all a marketing ploy for scientology and not an actual film you would ever be able to experience in an actual theater. But low and behold, it DOES exist, and I have seen it in a theater on a real opening night the way it was always intended. And from opening homage to its predecessor to the award worthy cinematography to the reverence and respect of the narrative, “Top Gun: Maverick” delivers everything you’ve wanted in spades and proves to have been worth the weight.

    Directed by Joseph Kosinski (“Tron: Legacy,” “Oblivion“) and written by Ehren Kruger (“Scream 3,” “Transformers: Extinction“), Eric Warren Singer (“American Hustle,” “Now You See Me 3“) and Cruise’s new personal screenwriter/director Christopher McQuarrie, “Top Gun Maverick” stars Tom Cruise reprising his role as Captain Pete “Maverick” Mitchell who, after once again pushing the limits of human feats in the sky against the orders of his superiors finds his way back to Top Gun. This time, he asked to teach a team new team of hot shots for a super secret and almost impossible mission (see what I did there?) with a clock counting down to launch. To complicate matters, one of those hotshots is Bradley “Rooster” Bradshaw (Miles Teller) who is (you guessed it) Goose’s son. Tensions flare, teamwork must be achieved, and the mission must be completed or catastrophe will ensue.

    Tom Cruise plays Capt. Pete “Maverick” Mitchell in Top Gun: Maverick from Paramount Pictures, Skydance and Jerry Bruckheimer Films.

    “Top Gun: Maverick” is very much The Cruise Awakens. It very closely follows the original “Top Gun” in terms of narrative composition, and classic beats but never feels forces or insulting. It is clear that everyone involved, from Kosinski to McQuarrie to Cruise, all hold the original in the same beloved status many of us do, and while it is a retread in just about every way, it never seeks to be some kind of nostalgic fueled, money grabbing insult. There is real care here, much like “The Force Awakens” and “Creed” which doesn’t necessarily seek to deviant too much from its origin but also works hard to make its case for continuing to return to the world. This kind of respect allows “Maverick” to truly deliver a sequel that is better than it ever should be, and one that furthers the story while purposefully embracing its origins.

    There is far more that works here than doesn’t, so let’s get some of the misgivings out of the way so we get to what makes “Maverick” worth watching. For starters, the stakes are minimized right away and played for laughs instead of recognizing its detriment. I don’t think Cruise would ever allow anyone to write his death into any film ever, but “Maverick” makes it pretty clear early on that there will be no mystery as to whether or not Maverick survives. It’s not the kind of thing that derails the film, but it gets a little too close to “Mission Impossible” rather than differentiating itself from Cruise’s other mega franchise. It also a little distracting because the arial visuals are absolutely breathtaking, and removing the stakes diminishes some of that. Secondly, the squeezed in love story subplot feels even more forced and unnecessary than the original “Top Gun.” While Jennifer Connelly delivers a bit more organic chemistry with Cruise, it is just so unimportant in “Maverick” that it otherwise shouldn’t be there in the first place.

    Miles Teller “Top Gun: Maverick” Photo by Scott Garfield, courtesy Paramount Pictures

    The last part that doesn’t quite work in the third act. Again, while visually stunning it feels transported from an earlier draft that does have any of its lead up fabric until we get to it. I’m not going to spoil it here, but it did leave me wanting. Not visually of course; that’s established to be the backbone of the films success. But there are themes that end with no payoff despite being pivotal to the story, and some character changes that truly feel like they weren’t actually apart of the final product. I found this particularly jarring with the relationship between Rooster and Maverick, who go from being at odds via unspoken and unresolved issues to buddy cop action comedy odd couple with little to no precursor that this would be where either character would end up. It’s not bad, just drastically different from what you would expect being invested in the first two acts. This in turn moves “Maverick” from the ‘let’s all come together as team during an impossible mission’ trope to ‘they were enemies and now they’re friends so let’s watch them humorously fight to survive together’ cliche.

    That’s the bad, and even that’s not so bad it makes the film any less worth seeing. “Maverick” is a bonafide success, one that taps into everything you love about the original while utilizing the technology and superpowers of Scientology to deliver a truly immersive and stunning visual experience. If we’re being honest, “Top Gun” isn’t really that great of a film narratively speaking. “Maverick” seems to recognize that, and in its retelling of the same story ops to lean heavily on what it can do with practical effects and mind blowing arial combat. I can’t stress enough how jaw dropping the action is. “Maverick” is practically flawless when it comes to its dogfighting and arial action, with award winning cinematographer Claudio Miranda delivering some truly magnificent shots. Miranda’s eye for visuals paired with Cruise’s insistence on practical vs digital effects is a match made in Hollywood heaven.

    This image released by Paramount Pictures shows Tom Cruise as Capt. Pete “Maverick” Mitchell in “Top Gun: Maverick.” (Paramount Pictures via AP)

    Cruise once again proves he is a legitimate actor. Even when he’s not pushing the limits of human capabilities and testing his own mortality with crazier and crazier stunts, “Maverick” allows him to do more and remind us all that his is more than capable of leading a film on his chops alone. Likewise, his chemistry with Miles Teller feels genuine, with Teller trading in his dopey every boy looked for chiseled, chip on his shoulder Pornstar. But also proving that he has more to give than the roles he’s been in, and that we should expect quite a bit more from him in the future. And to that point, all of the new younger actors bring their a-game in “Maverick.” It’s rare that a retread sequel with a 30 year distance from its original has a younger cast worth caring about, and while not all of them get the same treatment they aren’t nearly as forgettable or nameless as they often are.

    Make no mistake, “Maverick” is Tom Cruise first, everyone else second. But those secondary characters all feel necessary and purposeful to the overall story. Even the ones that don’t have much more than a moniker and a desk in the classroom, you still very much feel like the film relies on them to create the Maverick narrative. And then there’s the Val Kilmer return as Iceman, which isn’t a spoiler if you’re paying attention and if you aren’t, I guess…spoiler alert, Kilmer is in “Maverick” in a limited cameo. I bring this up at the risk of being lambasted for spoilers because the treatment of his inclusion is one of the better ones I’ve seen in film. Kilmer’s physical struggles have been well documented, and the hardships that have befallen such an incredible actor are treated with respect and care. “Maverick” goes out of its way to treat him properly, and uses technology and real life experience as a heartfelt advantage instead of outright exploitation. I can even admit to getting a little choked up during his cameo, which is testament to the respect he’s given in his appearance.

    The overall conclusion is that “Top Gun Maverick” is more than worth the wait. It delivers on everything you could want from this kind of sequel, and sports some of the most enthralling action ever put to film. It is a visual masterpiece and a feast for the eyes, one that demands to be seen on the big screen and proves that Cruise was right to hold the film hostage until everyone could experience it the way it was intended. If for nothing else, “Maverick” is worth seeing on the biggest screen you can safely see it on for the thrilling visuals alone. It solidifies itself as one of the better sequels, and while I can’t make the argument that it’s better than say “Aliens” or “Terminator 2: Judgement Day,” but it does make a strong case to be in the same breath of some of the greats.

    If you’re looking for a true summer blockbuster thrill ride that demands you return to the theater, this would be one I would say requires that trip.

    Ride into the DANGER ZONE!!!!

    Rating: 4 out of 5 Stars

    “Top Gun Maverick” is currently playing in theaters. You can watch the trailer below.

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    Derrick Murray
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    Derrick Murray is a Los Angeles based stand up comedian, writer, and co-host for The Jack of All Nerds Show.

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    Most studios searching for a match-3 level design company are looking for five different things. Some need levels built from scratch, others require a live game rebalanced before churn compounds, and some demand a content pipeline that won't fall behind. These are different problems, and they map to multiple types of companies. The mistake most studios make is treating "match-3 level design" as a single service category and evaluating every company against the same criteria. A specialist who excels at diagnosing retention problems in live games is the wrong hire for a studio that needs 300 levels built in 2 months. A full-cycle agency that builds from concept to launch isn't the right call for a publisher who already has engineering and art in place and just needs the level design layer covered. This guide maps 7 companies for match-3 level design services to the specific problem each one is built to solve. Find your problem first. The right company follows from there. What Match-3 Level Design Services Cover The term "level design" gets used loosely in this market, and this causes bad hires. A studio that excels at building levels from scratch operates dissimilarly from one that diagnoses why a live game's difficulty curve is losing players (even if both describe their service the same way on a website). Match-3 level design breaks into four distinct services, each requiring different expertise, different tooling, and a different type of partner. Level production — designing and building playable levels configured to a game's mechanics, obstacle set, and difficulty targets. This is what most studios mean when they say they need a level design partner, and it's the service with the widest range of quality in the market. Difficulty balancing and rebalancing — using win rates, attempt counts, and churn data to calibrate difficulty across hundreds of levels. Plus, this includes adjusting live content when the data shows a problem. Studios that only do level production typically don't offer this. Studios that do it well treat it as a standalone service. Live-ops level design covers the ongoing content pipeline a live match-3 game requires after launch (seasonal events, new level batches, limited-time challenges) sustained at volume and consistent in quality. This is a throughput and process problem as much as a design problem. Full-cycle development bundles level design inside a complete production engagement: mechanics, art, engineering, monetization, QA, and launch. Level design is one function among many. Depth varies by studio. Knowing which service you need before you evaluate a single company cuts the list in half and prevents the most common mistake in this market: hiring a full-cycle agency to solve a level design problem, or hiring a specialist to build a product from scratch. The List of Companies for Match-3 Level Design Services The companies below were selected based on verified credentials, named shipped titles where available, and the specific service each one is built to deliver. They are ranked by how well their capabilities match the service types outlined above. A specialist who does one thing exceptionally well sits above a generalist who does many things adequately. SolarSpark | Pure-play match-3 level design specialist SolarSpark is a remote-first studio built exclusively around casual puzzle game production. With 7+ years in the genre and 2,000+ levels shipped across live titles including Monopoly Match, Matchland, and KitchenMasters, it is the only company on this list that does nothing but match-3 level design. Level design services: Level production, difficulty curve planning, fail-rate balancing, obstacle and booster logic design, live-ops pipeline, competitor benchmarking, product audit and retention diagnostic. Verdict: The strongest pure specialist on this list. When level design is the specific constraint, SolarSpark is the right choice. What they do well: Every level is built around difficulty curves, fail/win balance, obstacle sequencing, and booster logic, measured against targets before delivery. Competitor benchmarking is available as a standalone service, mapping your game's difficulty curve and monetization structure against current top performers with specific, actionable output. Where they fit: Studios with a live or in-development game that need a dedicated level design pipeline, a retention diagnostic, or a one-off audit before soft launch. Honest caveat: SolarSpark does not handle art, engineering, or full-cycle development. Logic Simplified | Unity-first development with analytics and monetization built in Logic Simplified specializes in Unity-powered casual and puzzle games, with match-3 explicitly in their service portfolio. Operating for over a decade with clients across multiple countries, the studio positions itself around data-informed development: analytics, A/B testing, and monetization are integrated into the production process. Level design services: Level production, difficulty progression design, obstacle and blocker placement, booster and power-up integration, A/B tested level balancing, customer journey mapping applied to level flow. Verdict: A credible full-cycle option for studios that want analytics and monetization treated as design inputs from day one, not as post-launch additions. What they do well: Logic Simplified builds analytics and player behavior tracking into the design process. Their Unity expertise is deep, and their stated MVP timeline of approximately three months is competitive at their price point. India-based rates make full-cycle development accessible without requiring a Western agency budget. Where they fit: Studios building a first match-3 title that needs the full production chain handled by a single vendor, with analytics built in from the start. Honest caveat: No publicly named match-3 titles with verifiable App Store links appear in their portfolio. Ask for specific live game references and retention data during the first conversation before committing. Cubix | US-based full-cycle match-3 development with fixed-cost engagement Cubix is a California-based game development company with a dedicated match-3 service line covering level design, tile behavior, booster systems, obstacles, UI/UX, and full production on Unity and Unreal Engine. 30+ in-house animators can cover the full scope of puzzle game production. Level design services: Level production, combo and difficulty balancing, blocker and locked tile placement, move-limit challenge design, booster and power-up integration, scoring system design. Verdict: A viable full-cycle option for studios that need a Western-based partner with transparent fixed-cost pricing and documented match-3 capability. What they do well: Cubix covers the full production chain in one engagement, with strong visual production backed by an in-house animation team. Their fixed-cost model is a practical differentiator for studios that have been burned by scope creep on previous outsourcing contracts. Staff augmentation is also available for studios that need talent to plug into an existing pipeline. Where they fit: Studios that want a US-based full-cycle partner with predictable budgets, cross-platform delivery across iOS, Android, browsers, and PC, and a single vendor to own the concept through launch. Honest caveat: Named shipped match-3 titles are not prominently listed in their public portfolio. This is a verification gap worth closing during vetting, not a disqualifier on its own. Galaxy4Games | Data-driven match-3 development with published retention case studies Galaxy4Games is a game development studio with 15+ years of operating history, building mobile and cross-platform games across casual, RPG, and arcade genres. Match-3 is a named service line. What distinguishes them from most studios on this list is a level of public transparency about retention data. Their case studies document real D1 and D7 numbers from shipped titles. Level design services: Level production, difficulty curve development, booster and obstacle design, progression system design, LiveOps level content, A/B testing integration, analytics-based balancing. Verdict: The most transparent full-cycle option in terms of real retention data. For studios that want to see numbers before they hire, Galaxy4Games offers evidence most studios keep private. What they do well: Their Puzzle Fight case study documents D1 retention growing to 30% through iteration. Their modular system reduces development time and costs through reusable components, and their LiveOps infrastructure covers analytics, event management, and content updates as a planned post-launch function. Where they fit: Studios that need a data-informed full-cycle match-3 partner and want to evaluate a studio's methodology through published results. Honest caveat: Galaxy4Games covers a broad genre range (casual, RPG, arcade, educational, and Web3), which means match-3 is one of several service lines rather than a primary focus. Zatun | Award-winning level design and production studio with 18 years of operating history Zatun is an indie game studio and work-for-hire partner operating since 2007, with game level design listed as a dedicated named service alongside full-cycle development, art production, and co-development. With 250+ game titles and 300+ clients across AAA studios and indie teams, this agency has one of the longest track records. Level design services: Level production, difficulty progression design, level pacing and goal mapping, game design documentation, Unity level design, Unreal level design, level concept art. Verdict: A reliable, experienced production partner with a long track record and genuine level design depth. What they do well: Zatun's level design service covers difficulty progression, pacing maps, goal documentation, and execution in Unity and Unreal. Their 18 years of operation across 250+ titles gives them a reference library of what works across genres. Their work-for-hire model means they can step in at specific production stages without requiring ownership of the full project. Where they fit: Studios that need a specific level design or art production function covered without a full project handoff. This can be useful for teams mid-production that need additional capacity on a defined scope. Honest caveat: No publicly named match-3 titles appear in Zatun's portfolio, their verified work spans AAA and strategy genres; match-3 specific experience should be confirmed directly before engaging. Gamecrio | Full-cycle mobile match-3 development with AI-driven difficulty adaptation Gamecrio is a mobile game development studio with offices in India and the UK, covering match-3 development as an explicit service line alongside VR, arcade, casino, and web-based game development. Their stated differentiator within match-3 is AI-driven difficulty adaptation. Thus, levels adjust based on player skill. Level design services: Level production, AI-driven difficulty adaptation, booster and power-up design, progression system design, obstacle balancing, social and competitive feature integration, monetization-integrated level design. Verdict: An accessible full-cycle option with a technically interesting differentiator in AI-driven balancing. 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With 250+ delivered projects and clients including Disney, Sony, and Tencent, the studio covers game development, game art, and LiveOps across genres. Battle Gems is their verifiable genre credential. Level design services: Level production, difficulty balancing, progression system design, booster and mechanic integration, LiveOps level content, milestone-based level delivery, co-development level design support. Verdict: A well-resourced, credible full-cycle partner with a flexible engagement model that reduces the risk of committing to the wrong studio. What they do well: Juego's engagement model is flexible: studios can start with a risk-free 2-week test sprint, then scale to 20+ team members across modules without recruitment overhead. Three engagement models (outstaffing, dedicated teams, and managed outsourcing) let publishers choose how much control they retain versus how much they hand off. LiveOps is a named service line covering analytics-driven content updates and retention optimization after launch. Where they fit: Studios that need a full-cycle or co-development partner for a match-3 build and want to test the relationship before committing to full project scope. Honest caveat: Puzzle and match-3 are part of a broad genre portfolio that also spans VR, Web3, and enterprise simulations. How to Use This List The seven companies above cover the full range of what the match-3 level design market offers in 2026. The quality range is real, and the right choice depends on which service type matches the problem you're trying to solve. If your game is live and retention is the problem, you need a specialist who can diagnose and fix a difficulty curve. If you're building from zero and need art, engineering, and level design bundled, a full-cycle partner is the right call and the specialist is the wrong one. 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