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    Home»News»Review»“Highest 2 Lowest” Cinematic Love Letter From One of the Greats [Review]
    Denzel Washington "Highest 2 Lowest" A24, Apple Studios
    Review

    “Highest 2 Lowest” Cinematic Love Letter From One of the Greats [Review]

    Derrick MurrayBy Derrick MurrayAugust 17, 20257 Mins Read
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    It’s a bold move to attempt to remake something like “High and Low,” a masterpiece from one of the greatest living filmmakers to ever make movies. Sure, there’s plenty of thematic borrowers and narrative structure homages, but it takes a mad man to try and tackle one of Kurosawa’s greatest adaptions. Spike Lee is that mad man, and barrels forward with “Highest 2 Lowest” his own adapted version that borrows from both the novel and film and injects himself into the metatextual story. Lee chooses to keep most of the source material’s best features i.e. its methodical pacing, the tight claustrophobic setting, and its comedy, but does away with the police procedural and detective focused elements. “Highest 2 Lowest” is Lee at his most reflective and sentimental, using masterpiece source material to deliver a thrilling and deeply funny love letter to cinema, music, New York, creativity, legacy, and black excellence. One of the greats doing what he does best with all the love in his heart poured out in every frame.

    “Highest 2 Lowest” A24, Apple Studios

    “Highest 2 Lowest” bursts with NY swagger and the sweet embrace of a Spike Lee Joint, shedding the need for a carbon copy of things past and using it as a place to start for the future. It’s a legacy sequel to Spike’s career, and provides him the opportunity to reunite with Denzel Washington in spectacular fashion and thrilling results. Lee smartly allows everything to breath as opposed to speed things up like a lot of remakes and adaptions, keeping the introspective pacing but removing the languishing angst of its source. This allows “Highest 2 Lowest” to be playful and fun without undermining his more personal themes about class and the ever growing assault that streaming and online culture has launched on creativity. Lee is very much inside this film, and through his muse of Washington exacts his thoughts on the world and reflects on his legacy. It’s really brilliant stuff, and every passing frame becomes more and more Lee rather than a misguided attempt to be his influences.

    “Highest 2 Lowest” A24, Apple Studios

    Washington is superb as David King, a music mogul in the process of buying back his label in a risky move to have control over the empire his spent decades building. The deal is about to close when he gets a call from a kidnapper that his son has been taken and the ransom is everything King has tied up in this business takeover. But just as King is going to pay, it is revealed that the kidnapper grabbed the wrong kid, capturing King’s loyal driver’s son who he has adopted as his god son. Now King must decide if he should still pay that ransom, and weighs the consequences of either decision as time starts to run out. “Highest 2 Lowest” also stars Jeffrey Wright, Ilfenesh Hadera, and ASAP Rocky. Washington feels right at home at the direction of Lee, with Spike bringing out the best of his friend has to offer at this late stage in his career. Washington just chews through dialogue like butter with all the gusto of a savoy veteran. “Highest 2 Lowest” even features him in a battle rap battle, one of the funniest scenes of the year that generated whoops and hollers from my packed theater.

    Denzel Washington “Highest 2 Lowest” A24, Apple Studios

    This brings up two things that are vital to discussing the film. 1, Washington having a literal battle rap with Asap Rocky demonstrates just how funny “Highest 2 Lowest” actually is. It has a vibrant, kinetic energy of Lee’s early work, almost to the point of seeming unserious if it weren’t for how important and personal it feels to the filmmaker. It’s more celebratory than somber, something Lee has always been very good at balancing even when he’s tackling complex themes and issues. And 2, the rollout – or lack thereof – of black cinema have been woefully mishandled by ALL studios, dumping excellence onto streaming and burying it. We saw it with “Nickel Boys” last year, and it is happening again with “Highest 2 Lowest.” Apple begrudgingly let A24 release it into like 10 theaters across the entire country (not really but it feels that way) and I can’t remember the last time I had such a difficult time to find showtimes for anything, let alone a brand new Spike Lee film starring Denzel.

    Jeffrey Wright “Highest 2 Lowest” A24, Apple Studios

    And it’s made even more frustrating when my screening was nearly sold out. Not since “Sinners” have a seen that many people show out for a film. “Highest 2 Lowest” clearly has an audience and it deserves more than a buried release that feels like they don’t actually want people to see it. You SHOULD see it and you should be able to see it in a theater. Because a packed crowd showing up for Lee and Washington is the kind of cinematic experience we just don’t get often, and all signs in “Highest 2 Lowest” point to us probably not getting it ever again. It’s Lee near the end reflecting on his own legacy, and audiences are being robbed of the experience they clearly want for nothing. It’s a gross mishandling of an excellent product, and I’ll say for as long as it needs to be said: let people see your movies, you cowards!

    Denzel Washington “Highest 2 Lowest” A24, Apple Studios

    Anyways, if you’re going to attempt such a risky reimagining of classic cinema, “Highest 2 Lowest” is about as good as you’re going to get. It feels modernized without shelving the core of the original and updates the narrative without pandering to modern sensibilities. It’s not reimagined to be for everyone; there’s no corporate board room crunching numbers to magically hit all 4 quadrants and set up 15 year long franchises. Like the titular character, Lee is taking back control of his own work, his own legacy and injecting his first loves into a neo-noir crime thriller. “Highest to Lowest” is better for it, and we are better for it too, because while this may not be his best film it is certainly Lee operating at his peak. It’s fun, thrilling, engaging, exciting, and highlights everything that matters to a master. Sure, it takes some time to get going and feels a little too messy to start, but once “Highest 2 Lowest” kicks into high gear it absolutely cooks and fires on all cylinders. Hell, even Asap Rocky is pretty decent on screen, and actually has some pretty funny line delivery and doesn’t feel out of place facing off against a great like Denzel.

    “Highest 2 Lowest” A24, Apple Studios

    Don’t misunderstand, Asap Rocky isn’t a superstar performer, more elevated by the greatness that surrounds him and not necessarily coming from his own innate talent. I’d also be remised if I didn’t mention the always reliable Jeffrey Wright, who pairs perfectly with Washington and every moment the two are on screen together is a joy to behold. “Highest 2 Lowest” gives them both some of the best lines delivered in rapid fire banter, and they genuinely feel like brothers every time they’re standing in a room together.

    I’m glad I was able to see “Highest 2 Lowest” in a theater, and I genuinely feel bad for anyone whose only option is streaming at home. I get it, that’s the time we live in, but something is lost because of it and ultimately “Highest 2 Lowest” asks us to remember that.

    From it’s opening of “Oh What a Beautiful Morning” from Oklahoma!, to its anti-AI sentiment, to an entire subway chanting “Boston Sucks!,” to Lee switching from digital to film when transitioning into the Subway to an apartment literally being numbers A24 to a Puerto Rico parade filled with reds and blues and salsa to music dad puns to again, Denzel in a rap battle, “Highest 2 Lowest” is a bold experiment packed with great ideas, excellent performances, a thrilling story and just a genuine good time at the movies.

    Rating: 4 out of 5 Stars

    “Highest 2 Lowest” is playing in select theaters and will be on Apple TV+ August 22nd. 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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