If you've finished it, you'll probably agree Pokémon Sword and Shield's postgame was a little under par. Aside from a brief, enjoyable, but nonsensical run-in with a phallically-quiffed Jedward, your options were mostly restricted to doodling about in the Wild Area or grinding it out indefinitely in the Battle Tower, earning items for competitive play online. It could be worse: the Wild Area is a break from the usual structure, at least, providing some lightly engaging raid events and - if you know where to look - a healthy and welcoming community of friendly raiders, hosts, and competitive sparring partners online.
The problem, though, remains that much of Pokémon's better communities and projects exist in spite of the game itself, as opposed to because of it. Max Raid battles are deeply, painfully repetitive, the few desirable Gigantamax Pokémon requiring an excruciating commitment to the grind without the help of semi-illicit raid groups online (again, you've got to know where to look). The Wild Area itself remains conceptually flat, despite the grassy bumps and mounds, with a total lack of mystery or intrigue compared to the postgame areas of previous generations, and there's little to no reason to visit or explore the rest of the game's Hollywood-western-town world. Puzzles and mystery seem gone with the wind.
Enter expansion one, The Isle of Armor. It's not the big solution to the main game's problems - it would be wrong to expect it to be - but if the Wild Area was the first baby step towards an open world, this is another in the right direction. There's a brief bit of cute story, a slightly more interesting topography to the environment (albeit still no puzzles, or anything close to it), and some useful, novel little systems to help with competitive play. That's about your lot, but even the refreshingly wide and open feel to the Isle of Man-inspired landscape provides a welcome break from the oddly oppressive vibe of the original Wild Area, contrarily surrounded by giant walls.
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