"The Return" ties up many of the loose ends from this season and the action set-pieces alone are worth the price of admission (more jetpack heavy battle sequences please) but taking a step back, we're left with a feeling of emptiness, as we may have a worse understanding of our lead characters psyches than we did coming into the season. 'The Mandalorian' brought it's third season to close with a climactic battle for Mandalor, capping off a rocky eight episodes that have left some fans disappointed after what was such a stellar conclusion to season two. If you enjoy the show please subscribe and leave a nice review on Apple Podcasts, and check out /TowerBabbleCast to become one of our latest patrons. It's unclear if we'll follow Boba's journey all the way up until we meet up with him in Mando but it seems clear that they are using the full extent of the "book" motif, and will likely explore other parts of the character's life throughout the series while following his rise through the underworld. The first episode does little to reveal what is to come for Boba, and instead looks backwards, as we are treated to the long anticipated reveal of HOW he survived the Sarlacc. Fans have since been speculating about the uncertain future of the galaxies most feared bounty hunter now that he's taking an eye to leadership. In isolated pockets, however, it's simply out of place.It's been a long wait since the end of 'The Mandalorian' season 2 that not only reintroduced the character decades after his supposed death in 'Return of the Jedi', but it also ended with a teaser of Boba on Jabba's throne. Had this been a regular occurrence, it might have worked as a comment on the strange and unpredictable ways that human beings react to trauma and tragedy. ![]() There are moments of dark humour, which are perfectly appropriate, but there are also a few examples of optional dialogue where the aim seems to be a more lighthearted laugh. I’ve avoided spoilers, but it's worth noting that Strangeland explores death, grief, and regret, as well as self-harm and suicide, and in quite explicit terms. Should you get stuck there's at least an in-game hint system via a payphone, where in typically odd fashion you receive hints from a hateful, angry version of yourself. ![]() Through a combination of skill and luck, it didn’t take me too long to get past, but it's a good example of how the puzzles lack the imagination of the worldbuilding. The most infuriating challenge in the game is one of those tiresome tile puzzles (or, here, a board of lights) where pressing one activates or deactivates those around it, until the board is complete. A carnival shooting gallery is simply a matter of clicking targets with your mouse, and in a world where I can talk to birds, a furnace, and a disembodied head, it's slightly disappointing to find myself making a grappling hook. (Image credit: Wormwood Studios/Wadjet Eye Games)įor a game that boldly carves out its own path in terms of subject matter and atmosphere, the puzzle design overall is rather disappointing. This is sometimes the greatest challenge that a puzzle presents, as most of them are otherwise pretty simple. The darkness means it can be hard to discern fine detail, though, which means that objects you can pick up or interact with are easy to miss. Anything that isn't run down or twisted is strangely organic the environments are flavoured with a hint of HR Giger. It's the 'game' bit where the experience wobbles. The atmosphere and storytelling are excellent. Never embarrassingly blunt nor pretentiously opaque, Strangeland balances its weirdness impressively well through its 4-5 hour runtime. But in this world that makes perfect sense. ![]() Characters that you try to speak with usually send the conversation into a dead end, refusing to give a straight answer. The dark heart of Strangeland, both for better and for worse, is a determination to stay true to its artistic vision. (Image credit: Wormwood Studios/Wadjet Eye Games) People are strange
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