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    Home»Movies»“Bad Boys Ride or Die” Really Needs Michael Bay Touch [Review]
    Martin Lawrence, Will Smith "Bad Boys Ride or Die" Sony
    Movies

    “Bad Boys Ride or Die” Really Needs Michael Bay Touch [Review]

    Derrick MurrayBy Derrick MurrayJune 7, 20248 Mins Read
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    The buddy cop duo of Mike and Marcus hold a special place in my action comedy heart. Oozing with chemistry and brilliant comedic timing, some of their earlier pairings have made their way into my weekly, if not daily quotable lines. It’s the power of Smith and Lawrence, who seem to bring out the best in each other when they combine their strengths to bring their “Bad Boys” characters to life. While “Bad Boys 2” has its issues and suffers greatly from the bigger, louder, but not always better sequel pitfalls, it does the one thing the latter entries seem to miss: it lets our heroes rip and riff, constantly prioritizing their combined silliness over trying to add meaning to an otherwise meaningless narrative. The inverse rears its ugly head in “Bad Boys For Life” and now “Bad Boys Ride or Die,” more in line with its predecessor than its origins.

    “For Life” and now “Ride or Die” overstuffs every frame with needless character additions and convoluted plots, none of which matter nearly as much as watching our heroes just be Mike and Marcus.

    Will Smith, Martin Lawrence “Bad Boys Ride or Die” Sony

    See, for all the shade you can throw at the direct sequel, the one thing that allows it to remain in the cultural zeitgeist is all the side shenanigans Mike and Marcus constantly get into. Their assault on a KKK rally, having their private conversation televised in a department store, hiding out in a morgue with dead bodies, Marcus accidently taking ectasy; the list goes on and on of moments that really do nothing outside of just letting the duo do what the do best together. “Ride or Die” has only glimpses of these moments, with the main focus being on how our bad boys are growing up and turning into men while also choosing to focus on everyone else in the periphery. What transpires is a sometimes funny, sometimes riveting, but largely forgettable entry into a franchise that seems to have lost its way.

    I don’t particularly like a lot of his filmography, and I don’t want to discount the creativity and clear eye for action that new directors Adil & Bilal have. They absolutely possess a visual flare that serves up some of the most creative and over the top action sequences that keep the heart of Bay’s blow shit up approach while also trying some new and inventive ideas. For all its faults, this is a statement piece from these two, and is sure to cement them into the new “it” boys for action filmmaking. And ya, the fact that these two made an entire “Batgirl” film that got shelved is even MORE criminal now, seeing what they can do with action and camera work.

    All that being said though, “Bad Boys” is better with Michael Bay at the helm. For all his faults as a director – the childish, 12-year-old slamming action figures together to make things go boom approach- works better in this franchise than the high-minded, almost esoteric exploration of the characters in the two latter films. This genuinely may just be preferential, and the “Ride or Die” version of story may sit better with you over Bay’s bordello of ridiculousness and moist actors.

    Directed by duo Adil & Bilal (“Bad Boys For Life,” “Rebel“) and written by Will Beall (“Gangster Squad,” “Zack Snyder’s Justice League,” which makes a lot of sense as to why most of my issues are with the writing) and Chris Bremner, “Bad Boys Ride or Die” picks up where the following film left off. Mike Lowery (Will Smith) finally settles down and gets married, while Marcus (Martin Lawrence) has doctors orders to eat healthier. After suffering a heart attack at the wedding reception, Marcus has a renewed perspective on life and believes that it is not his time and that he is partly clairvoyant. Mike’s wanton destruction has finally caught up with him, as he begins to suffer panic attacks during moments of violence. Of course, there is a foul plot afoot that frames their late captain as a partner to the cartels, and both boys become fugitives after they get too close to the truth. Forced to pair up with Mike’s son Armando (Jacob Scipio) as well as their former, young tech savoy crew, they must avoid capture while trying to uncover a massive conspiracy against them and clear their names in the process. “Bad Boys Ride or Die” also stars Vanessa Hudgens, Alexander Ludwig (“Vikings“), Eric Dane, Ioan Gruffudd, and Tiffany Haddish.

    Martin Lawrence, Will Smith “Bad Boys Ride or Die”

    Obviously the trajectory of the series was always heading towards shark jumping levels of escalation. Even “Bad Boys 2” starts this trend. But by the time we get to “Ride or Die,” it feels more like a “Fast and Furious” film than a “Bad Boys” one. That’s not all bad either, as this fourth installment is a genuine crowd pleaser. My screening was raucous and loud with laughter and cheers, so I know that “Ride or Die” has something to be enjoyed by general audiences. It’s a solid action film, one that has enough creativity and laughs to be a strong summer blockbuster. It just doesn’t feel like a true “Bad Boys” film. It’s more like a needless franchise entry that doesn’t quite recapture the magic and instead delivers diminishing returns. “Bad Boys” and “Bad Boys 2” are not the same as “Bad Boys For Life” and “Bad Boys Ride or Die.” They may all feature the same characters and all try to further the story – and sure, the all feature “Bad Boys” in the title, but there is just no way they’re in the same universe.

    As I was discussing this distance with a colleague, they beautifully encapsulated this point. Michael Maxwell said the best way I can describe it would be like when they tried to convince us that Tim Burton’s “Batman” and Joel Shcumacher’s “Batman” exist in the same Gotham. Sure, they all feature the titular character and the setting and location don’t change, but I mean, c’mon. I don’t care if they’re technically 4 Batman films. They are two and two with very little overlap. “Bad Boys Ride or Die” fits into the latter, with Bay’s “Bad Boys” and Adil & Bilal “Bad Boys” being two different sides of a similar coin but very rarely overlap sans Smith and Lawrence. If you’re ok with this chasm, then you’ll have a great time with “Ride or Die.” It works harder than “For Life” to recapture the magic we love so much, and while it misses more than it hits, it delivers some rousing moments that are sure to satisfy most fans of the franchise.

    Martin Lawrence, Will Smith “Bad Boys Ride or Die” Sony

    The legs just aren’t strong enough to carry the franchise across the finish line. “Bad Boys Ride or Die” is good and better than the last one, but it still stifles its stars and takes its focus away too often from the things that make these characters so beloved. It forgets itself sometimes, bloating the narrative and cast and eliminating the simplicities like investigation and cop work to the point where they really aren’t even Miami cops anymore; they’re superheroes, the proverbial “Avengers of Drug Cartels” much like “Fast and Furious” went from street racers to “The Avengers of Muscle Cars.” I can’t say I didn’t have a good time, and it is sure to please movie goers looking for an action packed summer blockbuster. But it just isn’t “Bad Boys” in a lot of the ways it should be, and it may be time to let the boys become men and live their lives in peace. Also, it is absolutely criminal that this film is not called “Bad Boys 4 Life.” Just a major studio title miss that is hard to forgive. Also, where the hell is Theresa Randle? It is jarring to see such a staple of the franchise be suddenly recast this far into story. These are nitpicks of course, but still. It doesn’t sit right and I never got over it.

    Oh, and Reggie is the MVP. Easily has one of the best scenes in the entire film. Let that boy cook his chicken! Oh and release “Batgirl” you cowards!!!

    Rating: 3.5 out of 5 Stars

    “Bad Boys Ride or Die” 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. The honest caveat pattern across several entries in this list reflects a real market condition: verified, named match-3 credentials are rarer than studios' self-descriptions suggest. The companies that couldn't point to a live title with an App Store link were flagged honestly. Asking for live game references, retention data, and a first conversation before any commitment are things you can do before signing with any studio on this list.

    Leading Companies Specializing in Match-3 Level Design Services

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