As with the last episode, Strong Badia the Free kicks off with Strong Bad, an e-mail and a question, “What's the dumbest law the King of Town has ever passed?” Within moments we get our answer when The King of Town and The Poopertrooper storm Strong Bad's home and place him under house-arrest for failing to pay the new E-mail tax.
Obviously Strong Bad isn't happy with the new law and upon his escape begins a quest to take down the King of Town, or, as he shall henceforth be known, the “Of Town”. In a speech reminiscent of Patton, Strong Bad tries to rally the rest of the gang to secede and join Strong Badia, but instead they split and form their own micro-nations. With countries like “The Cheat & Tirera” and “Concession-stand-tinople” now in his way, Strong Bad is left with no choice but to ally and annex his way to the Of Town's castle.
By mixing up a normal Strong Bad story with the thrill or inter-nation politics, conquest and the black market organ trade, Telltale has crafted a unique story that will grip you and hold you far longer then Homestar Ruiner did. Although the puzzles and politics are just as simple as before, the way they're presented makes them seem a lot more complex and involving. There are also a couple of brilliant and unforeseen twists along the way.
Sadly for all it's grandeur Strong Badia the Free is not without it's faults. Many of the puzzles are again too easy and in the case of the micro-nations, it often feels like there isn't much to do. While the worlds have been expertly crafted, and reflect the personality of their leader, there's often only one or two puzzles per region and that can make conquering a land feel a bit unfulfilling.








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