(1) unit of kung fu mysticism, which is what they showed in the preview I saw and was awesome. But there was only the one scene! Jeez.
(2) units of insane asylum. I didn't like these parts much; they were just kind of boring.
(3) units of WWII-or-possibly-III, or maybe medieval. They were all the same setting though. These were pretty cool except when the girls were fighting, which unfortunately was most of the duration of each scene. The earlier kung fu fighting was nice, shooting hordes of zombies and robots in these scenes was just kind of blah.
(4) units of slavery/prostitute/showgirl, which was better than 2 but really depressing, and didn't make a lot of sense.
They were arranged like this: 02143434342. It needed a lot more 1. Or more variety in general; maybe switch back to the insane asylum instead of the showgirl setting for some of the interstital bits?
Overall... I guess I liked it. *shrug*
Other than that, board games that I picked up on sale:
Dragon Parade: Very short, feels kind of like you're gambling. There's some strategy but it's mostly luck and/or predicting what other people will do. People play cards to move the parade around, and pawns to guess where it'll finally end up. The last round of movement has everyone choose cards before anyone reveals them.
Journey Through the Desert (or something like that?): You're animal herders following the pilgrim to mecca, and trying to capture and sell animals without being left behind, so that you can get as much money as possible to 'donate to the church'. There are a lot of different tactics (monopolizing certain handlers, calling animals to ruin someone else's payday, deliberately causing a restock so that the desert shifts and dumps people off the board) which makes it pretty fun.
Power Grid Factory Manager: Has nothing to do with power grid, and shares few of the same characteristics -- they were just trying to capitalize on the name. That said, it's a nice short resource management game. Which is pretty rare. The only random factors are who goes first on the first turn order auction, which turn orders are available each round, and how much electricity costs. Of course turn order changes everything since you take turns picking what'll be up for sale (with the last player to pick getting to pick the best stuff) and then take turns buying stuff (so the first player gets first pick). You use the same workers to get extra buys and other actions that you would otherwise use to make money, too, so there's a tradeoff between making a factory powerful and leaving yourself enough actions to improve it each turn.
I also found a (3rd party) pathfinder expansion for playing animals. 'Noble Animals' which seems like it's supposed to be a D+D style watership down campaign -- they don't use (or understand) equipment, but they replace magic items with 'deeds' and 'boons' and can level up in the normal character classes. One of the deed trees is designed to try to make mouse-sized fighters and barbarians viable. n.n
The main disappointment is that the size rules had to add a kludge to make the ludicrous strength increases from increasing your size balanced -- not only do you have to take levels in your racial class to not be a 'pygmy elephant' or whatever (that part I liked; the feat that you can take instead of the class levels, not so much), but you get a negative level every time you increase your size class to counterbalance the +4 or +8 strength.
Still. It has rules for playing a squirrel wizard with a human familiar -- you've got to love that.