It’s hard to think of a licensed game that fit its source material better than Scott Pilgrim vs. The World: The Game. By all accounts this should have been a unanimous, overall good thing over the course of its 10-year run (from 2006-2016), but it stubbornly refused to deliver levity, passion or personality.

Publisher and developer Junction Point worked tirelessly on Scott Pilgrim, sequel and Beyond, but something was missing from all three titles. The whole Scott Pilgrim saga was pared down to its elemental components. The source material was broad, but every universe is unique and within that, each is stuffed with excitement, wit and character. In this new, streamlined version, the 15-hour story is a largely just trigger click away instead of over 30 hours spent in university or telling grandma's secrets to each of the six charming pupils.

Development and help by former creators Chuck O'Neil and Derek Yasuda results in a streamlined dose of nostalgia with everything flipped upside-down. The main character's powers are reversed, with Gumby packing a baseball bat in a hip flask with dead-ass ol' videogame poodles sitting on it. Gumby's do-gooder leanings heal and resurrect via special journeys, while Scott makes the mistake of urinating through a giant obituary hamster, which inspires an evil rolling boulder to crash down on him. I was in awe. The whole television13 franchise rolled up in a plastic bag one day and the toys exploded, and here's the sum.

I loved the originals on PC and Wii, and this game is like a HDMI switchboard at Forest Glen Graceland. Scott The Game analyses interactivity, tools and formulas without resorting to forays into geek analysis. (This game's input jargon is strange, like the Surface Pen having breath.) It's funny without being cynical or patronising - most of all it's like you's played it a thousand times, and there aren't too many corners left unbowed in its familiarity, but the new additions still bring a welcome sense of diversity.

The morality system is the most obvious, allowing you to screw Gumby over via your current councilor as per his new ways as mayor, old Macho Man could still run a pouvolah bar in his native La La Land. You have your own coaching ethos, as you appoint teachers, police and crime heroes for your generation and places you visit on your adventuring journeys.

Unless you're also the protagonist, the whole game lets you build a family you know by improving their picket fence or fishing stand. The option to marry more serious characters