Compara los precios de Jay and Silent Bob: Mall Brawl en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Interabang Entertainment. Publicado por Interabang Entertainment. Lanzado el 7/5/2020. Disponible en PC. Géneros: Action, Adventure, Indie.

A love letter to NES-era brawlers that lands squarely for Kevin Smith devotees and punishes everyone else with cheap AI and slippery hitboxes. Know what you're signing up for.

I went in hoping Mall Brawl would be that quiet little licensed gem nobody talks about. What I found instead is something more complicated: a game with genuine handcraft behind it and a structural flaw baked into every screen. The setup pulls straight from Mallrats. Jay and Silent Bob have just torched a mall game show and need to punch their way back to the Quickstop through nine levels of escalating chaos. The setting does the work here. Levels rotate through a food court, a lingerie shop, an arcade, a bathroom, and even a roadway, and the enemy roster pulls from across the entire View Askewniverse: mall security, hockey hooligans, the Easter Bunny, a poop monster, and bosses that fans of Clerks, Chasing Amy, and Dogma will clock on sight. There is a Patrick Swayze boss. That is a real sentence. The references are dense enough that half the fun is recognizing them, and thin enough that newcomers will miss most of the joke. The dual-character mechanic is the one genuinely clever design choice. Playing solo, you swap between Jay and Silent Bob on the fly using a single button. The character sitting in reserve slowly regenerates health, but only while you keep moving and fighting. Park still and the recovery stops. It pushes you to stay aggressive and rotate intelligently, and in its best moments it creates a quiet rhythm that feels specific to this game and no other. Jay brings a propeller-leg combo, Silent Bob lands a whirlwind punch series, and building combos to trigger their specials has a low-fi satisfaction to it. Co-op hands each character to a separate player with a shared progress bar but no passive regen, which shifts the balance and makes the game feel more like the classics it models itself on. But the classics it models itself on were also kind of miserable in ways that have not aged well. Enemy hitboxes sit somewhere between suggestion and rumor. The dash move, activated by double-tapping the d-pad, fails often enough to feel actively hostile. Enemies read inputs in that old NES way, collapsing around you the moment you try to create space, pinching you into corners with a consistency that crosses the line from challenge into unfair. Weapons drop randomly, hit well for one encounter, then vanish when the screen scrolls. A save feature means you restart per-level rather than from the very beginning, which keeps frustration from becoming total, but the final stages pile on hard enough that even seasoned brawler fans have reportedly ground down on them. A post-launch patch removed a mandatory boss rush before the final fight, which was a meaningful quality-of-life fix and nudged the game from rough into merely uneven. The 8-bit presentation is earnest and charming. Sprites are clean, the chiptune soundtrack fits the tone, and the option to toggle CRT scanlines or swap between the original NES palette and a slightly warmer Arcade Mode color pass is a small touch that shows someone cared about the craft. It genuinely looks like something you might have rented in 1990 and not known was new. That authenticity is a double-edged thing: the game earns it honestly, and also inherits every limitation that came with the territory. Who is this for? Specifically: people who have watched Mallrats more than once, who remember Double Dragon II with fondness rather than horror, and who want something to share on a couch with another human. Solo players who are not deep Kevin Smith fans will likely bounce off around level six when the mall ninjas arrive and the novelty of the license has worn thin. The game clocks in around two to three hours depending on difficulty, which is about the right length for what it is. It knows when to end. I wish the controls had known when to cooperate. Kai, Scout Team

Jay and Silent Bob: Mall Brawl

Jay and Silent Bob: Mall Brawl

7 may 2020Interabang Entertainment
GamerScout opina

A love letter to NES-era brawlers that lands squarely for Kevin Smith devotees and punishes everyone else with cheap AI and slippery hitboxes. Know what you're signing up for.

PC
Steam Deck PlayableProtonDB Platinum
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Mínimo histórico: €3.90

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Acerca de Jay and Silent Bob: Mall Brawl

I went in hoping Mall Brawl would be that quiet little licensed gem nobody talks about. What I found instead is something more complicated: a game with genuine handcraft behind it and a structural flaw baked into every screen. The setup pulls straight from Mallrats. Jay and Silent Bob have just torched a mall game show and need to punch their way back to the Quickstop through nine levels of escalating chaos. The setting does the work here. Levels rotate through a food court, a lingerie shop, an arcade, a bathroom, and even a roadway, and the enemy roster pulls from across the entire View Askewniverse: mall security, hockey hooligans, the Easter Bunny, a poop monster, and bosses that fans of Clerks, Chasing Amy, and Dogma will clock on sight. There is a Patrick Swayze boss. That is a real sentence. The references are dense enough that half the fun is recognizing them, and thin enough that newcomers will miss most of the joke. The dual-character mechanic is the one genuinely clever design choice. Playing solo, you swap between Jay and Silent Bob on the fly using a single button. The character sitting in reserve slowly regenerates health, but only while you keep moving and fighting. Park still and the recovery stops. It pushes you to stay aggressive and rotate intelligently, and in its best moments it creates a quiet rhythm that feels specific to this game and no other. Jay brings a propeller-leg combo, Silent Bob lands a whirlwind punch series, and building combos to trigger their specials has a low-fi satisfaction to it. Co-op hands each character to a separate player with a shared progress bar but no passive regen, which shifts the balance and makes the game feel more like the classics it models itself on. But the classics it models itself on were also kind of miserable in ways that have not aged well. Enemy hitboxes sit somewhere between suggestion and rumor. The dash move, activated by double-tapping the d-pad, fails often enough to feel actively hostile. Enemies read inputs in that old NES way, collapsing around you the moment you try to create space, pinching you into corners with a consistency that crosses the line from challenge into unfair. Weapons drop randomly, hit well for one encounter, then vanish when the screen scrolls. A save feature means you restart per-level rather than from the very beginning, which keeps frustration from becoming total, but the final stages pile on hard enough that even seasoned brawler fans have reportedly ground down on them. A post-launch patch removed a mandatory boss rush before the final fight, which was a meaningful quality-of-life fix and nudged the game from rough into merely uneven. The 8-bit presentation is earnest and charming. Sprites are clean, the chiptune soundtrack fits the tone, and the option to toggle CRT scanlines or swap between the original NES palette and a slightly warmer Arcade Mode color pass is a small touch that shows someone cared about the craft. It genuinely looks like something you might have rented in 1990 and not known was new. That authenticity is a double-edged thing: the game earns it honestly, and also inherits every limitation that came with the territory. Who is this for? Specifically: people who have watched Mallrats more than once, who remember Double Dragon II with fondness rather than horror, and who want something to share on a couch with another human. Solo players who are not deep Kevin Smith fans will likely bounce off around level six when the mall ninjas arrive and the novelty of the license has worn thin. The game clocks in around two to three hours depending on difficulty, which is about the right length for what it is. It knows when to end. I wish the controls had known when to cooperate.

Kai
Kai · Scout Team

Indie & narrative

Etiquetas

singleplayermultiplayercooplocal-coopachievementscontroller-supporttier:sub-5NES-StyleBeat-Em-UpLicensed IPCouch Co-opTag-Team MechanicChiptune SoundtrackShort PlaythroughCheap AIKevin SmithCRT Filter

Requisitos del sistema

Mínimos

OS
Windows 10
Memory
3 GB RAM
Storage
200 MB available space
Graphics
Geforce 9600 GT or AMD HD 3870 512MB or higher
Processor
Intel Core2 Duo E8400, 3.0GHz or AMD Athlon 64 X2 6000+, 3.0GHz or higher

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Información del juego

Desarrolladora
Interabang Entertainment
Distribuidora
Interabang Entertainment
Fecha de lanzamiento
7 may 2020

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¿En qué plataformas está disponible Jay and Silent Bob: Mall Brawl?

Jay and Silent Bob: Mall Brawl está disponible en PC.

¿Cuándo se lanzó Jay and Silent Bob: Mall Brawl?

Jay and Silent Bob: Mall Brawl se lanzó el 7 de mayo de 2020.

¿Quién desarrolló Jay and Silent Bob: Mall Brawl?

Jay and Silent Bob: Mall Brawl fue desarrollado por Interabang Entertainment.