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    Home»Movies»Time For Sony’s Spidey Universe to End with “Madame Web” [Review]
    Movies

    Time For Sony’s Spidey Universe to End with “Madame Web” [Review]

    Derrick MurrayBy Derrick MurrayFebruary 17, 20249 Mins Read
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    The state of cinema feel worse than ever at the top of 2024. I’ve echoed this sentiment before, but “Madame Web” reaffirms that while January and February are largely considered dumping grounds for studios, this year feels particularly awful. You know it’s bad when “The Beekeeper” is considered the best film of the year so far. For the record, I dug the hell out of that film. I only use it as a frame of reference for just how bad cinema is at the moment, with “Madame Web” gunning for the top spot as one of the worst films of the year. Yes, this may even be worse than “Argylle,” a film so bad it made me question whether I should start waiting to watch new films in March and just abandon the first 60 days of every year from now on. “Madame Web” essentially doubles down on everything that makes a bad film, and ushers in a new low for not just Dumpuary months, but worst of films as a whole.

    Isabela Merced, Dakota Johnson, Celeste O’Connor, and Sydney Sweeney “Madame Web” Sony Pictures

    We need to have to two very serious discussions at this crossroads before we dive into “Madame Web” itself. One, Sony needs to be stopped. Whether this is to maintain the rights to Spiderman or for tax write off purposes or simply because fuck you, they can, this kind of superhero shlock and extend universe even the most ardent of comic book readers couldn’t care less about needs to be shelved indefinitely. Second, we need to come down off the high horse of Worst Films of the Year contenders. I get it, filmmaking is hard. But being difficult to do well does not automatically exempt it for vitriol, and it’s time to stop pretending like bad films are good simply because we don’t want to hurt anyone’s feelings. There is a line between trolling cruelty ala The Razzies and rightfully ripping bad filmmaking apart critically and listing them as a sort of warning for viewers to avoid. We don’t need to tip toe here; Sony made and continues to make terrible films, and they need to be held accountable. This isn’t just as bad as you think it is; it’s much, much worse for reasons that feel avoidable but is largely too lazy and uninspired to care.

    To paint a picture of just how bad “Madame Web” is (besides the trailers that don’t do the film any favors), I took my seat in a largely packed theater for a Thursday evening screening. I was on a 3 film run, saving it for last in case I wanted to just abandon it altogether halfway through. I didn’t have high expectations, but figured maybe there’s some cheeky, self awareness charm to be had and at the very least I can look at Sydney Sweeney and Dakota Johnson for 118 minutes. A couple sat next to me, and when the title cards for Sony and Marvel came up, the woman leaned over to her partner and said, “So this IS a Marvel movie.” This tells me that this is a couple that probably goes to theater 6 times a year at best, streams whenever the can, and can’t distinguish between Sony Marvel and MARVEL-Marvel properties. This makes her next comment all the more damning, because the woman leans over to her partner roughly 30 minutes into the film and says, “That guys voice doesn’t sound like it’s coming from him. I don’t think he’s actually speaking in this movie.”

    The ADR (Automated Dialogue Replacement) is something that is rarely noticed by the average moviegoer. Typically, the sound editing and sound design of “Madame Web” is reserved for stuffy old critics like myself who watch for those kinds of things. But here, a woman who believes Sony and Marvel Studios are one in the same noticed the ADR being off enough to comment on it. This film is so woefully constructed and poorly edited people NOTICE when the characters aren’t actually speaking. It is most notable with the character of Ezekiel (Tahar Rahim) who I am now convinced doesn’t have an actual spoken line in the entire movie. There are times where his mouth is moving and the dialogue is noticeably different, like a bad dubbing of old Kung Fu films. Other times, the film is edited is such a way that we rarely see his face, with tons of OTS and off screen shots to mask the fact that we never actually hear Rahim’s voice. It raises questions of what kind of character existed prior to the ADR post production edits, and leads me to believe that “Madame Web” had a completely different villain that was hacked to bits and wholly reimagined in post.

    Tahar Rahim “Madame Web” Sony

    This is just the tip of the iceberg when it comes to the follies of “Madame Web.” It’s one thing to have an entire character rendered in poorly edited ADR. It’s another thing entirely to have a script that forces someone to say out loud to another human being, “When you take on the responsibility, great power will come.” Yes, that is 4 screenwriters (Matt Sazama, Burk Sharpless, Clair Parker, S. J. Clarkson) butchering one of the most iconic lines in the Spider-man franchise. The dialogue and delivery is clunky and detached, paired with such frantic editing we end up learning nothing about anyone regardless of how many exposition dumps they cram into nearly every scene. There are noticeable laugh lines that constantly feel forced, and you could hear a pin drop in my screening every time one of them was poorly uttered. “Madame Web” is sitcom level bad with its attempt at humor, and with no laugh track behind it to trick you into thinking it’s funny, every single joke feels more and more cringe. It is a near humorless affair, and more wooden than a pair of stilts.

    Dakota Johnson “Madame Web” Sony

    By now you’re probably wondering where the synopsis for “Madame Web” is in this review. Honestly, I don’t even think I could properly give you one, as I’ve already tried to remove as much of this embarassing mess of a film from my brain.

    I guess “Madame Web” is about Cassandra Webb- yes, that’s her name- played byJohnson, a paramedic who beings to have visions that seem to show her the future. As she begins to uncover the secrets of her past, she crosses paths with 3 young girls who are being pursued by a mysterious man (Rahim) who may be connected to Webb’s past. You know, he was in the Amazon with her mom who was researching spiders right before she died. Sidenote: that line is not actually in the film, but there are enough versions of it delivered with the same amount of eye rolling exhaustion you kind of wish it was so we could all point and laugh ironically. There’s so much more that gets crammed into the cacophony of ideas that clash and clutter the screen, but that’s ultimately the gist of “Madame Web.” It stars Johnson, Rahim, Scott, Sweeney, Merced, and O’Connor.

    Oh and Emma Roberts too, because why not?

    “Madame Web” Sony

    If you find yourself 45 minutes into this thing and have questions like who is Ezekiel? Why does he also have one singular premonition of his death? Where did he get this dark spidey-suit? Why is he rich with seemingly unlimited resources but also walking on the subway without shoes? why is he involved with the spider stuff in the first place? Who are these spider people just living their spidey life in Peru? What are Webb’s actual powers? why are these 3 girls never shown as the spider-women we’re told they’re supposed to portray? How did Cassie get from NY to Peru and back in like 48 hours while also being the number one fugitive for kidnapping? Why is this whole movie sponsored by Pepsi? Why are their fireworks in an abandon building that is already a massive fire hazard in the finale? Does basic CPR chest compressions stop cardiac arrest? Hold up did they just needle drop “Scandalous” from the unwatchable “Catwoman?” Was “Toxic” by Britney Spears a 2003 release? Wait is that Uncle Ben? Hold up is this a baby shower for Peter Parker? What the fuck is happening right now? Rest assured, “Madame Web” never answers a single one of them.

    I could go on and on about all the messiness here, but truthfully I’ve already written more words about this travesty than it deserves. This is just bad filmmaking across the board. In every possible way a film can be bad “Madame Web” takes the throne. It commits all the same mistakes as something like “Morbius” and then some, once again confirming that Sony needs to be stopped. It evokes all of the same disdain you can recall for things like “Elecktra,” “Catwoman,” “Fantastic Four aka Fant4stic” and a large swath of early 2000s superhero blunders. We should be past this in cinema. Bad films are always going to exist, but this is a new low and feels intentionally terrible and lacking. It reinvents how awful big blockbuster films can actually be at a time when we deserve better.

    I know it’s early, but “Madame Web” is the worst film of the year, and I doubt things can get any worse from here. Of course, we still have to sit through “Kraven,” so, Sony may manage to outdo themselves with awfulness.

    The best part of “Madame Web” was the trailer for “Daddio” (one of my absolute favorite films from TIFF also starring Johnson) appearing before the film. Oh, and Johnson’s incredible press tour. Johnson talking ABOUT “Madame Web” is better than anything she does IN “Madame Web.”

    Trust your own instincts on this one. The futures you see of being disappointed are very, very real, and you don’t need this kind of negativity in your life.

    Rating: 1 out of 5 Stars

    “Madame Web” is now 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. What they do well: Gamecrio builds monetization architecture into the level design process: IAP placement, rewarded ad integration, battle passes, and subscription models are considered alongside difficulty curves and obstacle sequencing. The AI-driven difficulty adaptation is a genuine technical capability that more established studios in this market have been slower to implement. Where they fit: Early-stage studios that need a full-cycle match-3 build with monetization designed in from the first level. Honest caveat: No publicly named shipped match-3 titles are listed on their site — request live App Store links and verifiable retention data before committing to any engagement. Juego Studios | Full-cycle and co-development partner with puzzle genre credentials and flexible engagement entry points Founded in 2013, Juego Studios is a global full-cycle game development and co-development partner with offices in India, USA, UK, and KSA. 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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