Close Menu
NERDBOT
    Facebook X (Twitter) Instagram YouTube
    Subscribe
    NERDBOT
    • News
      • Reviews
    • Movies & TV
    • Comics
    • Gaming
    • Collectibles
    • Science & Tech
    • Culture
    • Nerd Voices
    • About Us
      • Join the Team at Nerdbot
    NERDBOT
    Home»Movies»“Triangle Of Sadness” is Scathing Satire of the 1% [Review]
    Movies

    “Triangle Of Sadness” is Scathing Satire of the 1% [Review]

    Derrick MurrayBy Derrick MurrayOctober 16, 20228 Mins Read
    Share
    Facebook Twitter Pinterest Reddit WhatsApp Email

    We’ve talked a lot about subtly in film recently. The conscience choice to either disguise your themes or exalt them has always been a key piece of storytelling, particularly in films with something to say. There’s no one right way to go about it. Some thrive in demanding its audience to put the pieces together themselves, while others present a completed puzzle from the start. “Triangle of Sadness” is a blunt instrument, leaving no room for ambiguity and using its declaration of “eat the rich” to bludgeon its audience to death. Writer/director Ruben Ostlund has always been this kind of filmmaker, and the two time Palm D’Or winner remains steadfast in his beliefs that he pours into his work. And in less capable hands, “Triangle of Sadness” would be insufferable, an exhaustive hammering of the same point on the same nail for well over two hours if you don’t feel compelled to leave half way through.

    Charlbi Dean, Harris Dickinson, “Triangle of Sadness” Neon

    Thankfully, Ostlund’s skewering sentiment towards the uber rich is packed with enough terrific performances and some truly laugh out loud moments to help keep the film afloat and add a spoonful of sugar to the satirical medicine to help it go down easier. “Triangle of Sadness” is told in three distinct parts, all of which feel like films unto themselves and are only tied together by the recurring cast. We begin with models Carl and Yaya, who argue over money and gender roles. They come to an agreement that their relationship can be largely transactional, because their line of work requires that they get the most milage out of their youthful image before age comes for them. The title “Triangle of Sadness” refers to the area at the top of the nose between the eyebrows that is often fixed by botox, which Carl is told during an audition that they may need to fix as he’s commanded to strut around like a dance monkey, each part of his body being critiqued by a panel of fashion elitists. This introduction is the set up for much of what’s to come; transactional relationships, money over everything, and power hungry ambition.

    Harris Dickinson and the late Charlbi Dean (who sadly passed away in August) as Carl and Yaya are the lynchpins of the film, predominantly through the first two acts. Their chemistry and performances paired with their solid comedic timing make their elongated argument over who should pay for their expensive dinner one of the more interesting aspects of the first act. The pair largely carry us through act 2 as well, which sees our couple earn a trip onto a $250 million luxury yacht cruise to promote it through social media (which Yaya does hilariously and predictably at the same time, mocking once again the vapid counterfeit influencer culture) and quickly realize that as much as they think they belong here, they do not. It is here where we meet the cast that make up the second act of “Triangle of Sadness,” a collection of exclusively white, old, delusional elites who brag about their money and are portrayed as caricatures of actual human beings. Ostlund is once again shining a big bright spotlight on his purpose, with all of the rich passengers being white and insufferable twits and everyone with any kind of color or humanity being relegated to the cleaning staff of the lower decks and out of sight of the rich.

    Arvin Kananian, Woody Harrelson “Triangle of Sadness” Neon

    It is here where “Triangle of Sadness” slows down the most, but it’s all in preparation for one of the grossest, unflinching, far too long scenes I’ve seen in recent times. Ostlund uses gross out humor to take a sledgehammer to how he feels about the Jeff Bezos’ of the world, mocking them with minutes upon minutes of literal vomit and shit. It goes on for far longer than anyone could possibly be comfortable with, all while a Russian fertilizer mogul and the alcoholic captain (played by the always wonderful but criminally underutilized Woody Harrelson) trade capitalist, socialist, and communist barbs back and forth over the loud speaker for everyone to hear. It is riotously funny even if it overstays it welcome, and takes us to the final act which sees a handful of survivors on a desert island after the ship sinks.

    Among them are of course Carl and Yaya, with a collection of random passengers and crew members. “Triangle of Sadness” finale becomes a “Lord of the Flies” survival story, in the which the power dynamics shift drastically as Abigail (the toiler cleaner on the ship) becomes the captain of the island due to her possessing necessary skills like fishing and starting a fire. If at this point, you’re struggling to decide if I’m reviewing one single movie still, you’re not wrong. “Triangle of Sadness” is so distinct in its three part act break that it almost feels as if it should’ve just been an anthology collection. Each act takes on a life of its own, and the fact that Carl and Yaya are the two characters that appear in all three becomes irrelevant and not the true connective tissue Ostlund wants them to be. What’s more challenging, is that as funny and scathing as the film is, “Triangle of Sadness” doesn’t have a single likable character. This is, of course, on purpose, because Ostlund comprises his film exclusively with people he hates in real life. I’m all for taking the elite down a peg, and have no problem with mocking their status and destructive ways they amassed their wealth, but Ostlund’s lack of subtly fails to really get his audience on his side.

    Left to Right: Charlbi Dean, Dolly De Leon, Vicki Berlin “Triangle of Sadness” Neon

    That’s because there’s no one to really side with in the first place. Dolly De Leon is an MVP as Abigail, and she ignites a renewed fire and interest into the story when she starts to take over and puts the stupid elite in their place. But “Triangle of Sadness” doesn’t allow her to exist as a hero for long, and it doesn’t take too much time to transform her into a tyrannical dictator of the island, getting whatever she wants in exchange for her skills and food offerings. I’d be lying if I said I didn’t take some pleasure in watching De Leon hurl pieces of cooked fish at the elite like trained seals, and there is some sadistic pleasure in watching it happen. But that’s more due to De Leon’s performance than it is the actual character of Abigail, and “Triangle of Sadness” simply can’t let go of its contempt for its characters to be as fun as the satirical portrayal of them should be.

    As busy as “Triangle of Sadness” is and as much as it wants to be, it’s pretty straight forward from start to finish. Ostlund has one point, and anything that transpires exists solely to remind us that rich people are pretty shitty and deserve the worst. It is largely successful due to its laugh out loud comedy and solid performances all around. Dean’s Yaya is a real star making performance, and her life tragically being cut short deprives us all of a rising superstar who’s work here is sure to make you wish you could see more of. Harrison demonstrates some versatility, expanding his horizons into new territory and doing so effortlessly. And lastly, there’s Dolly De Leon, who comes alive (albeit briefly) late in the game to carry the film and the audience through to the final stretch. There were two moments where my audience cheered, one of which I won’t spoil and the other involved the De Leon takeover. She’s THAT good when she’s finally given the spotlight, and becomes the centerpiece of the finale, all the way to its final, unresolved cliffhanger ending.

    For all its faults and bluntness, “Triangle of Sadness” is still a very fun watch. It may be too forward for its own good and far too long and messy to be more meaningful than self indulgent, but there’s just enough to like and laugh hysterically at that you won’t be disappointed you gave it a shot.

    A shot at watching “Triangle of Sadness,” not a shot of botox.

    Rating: 3.5 out of 5 Stars

    “Triangle of Sadness” is now playing in select theaters. You can watch the trailer below.

    Do You Want to Know More?

    Share. Facebook Twitter Pinterest LinkedIn WhatsApp Reddit Email
    Previous Article“Tár” Profound Masterpiece of Artistic Ambition, Destruction [Review]
    Next Article 6-Foot Han Solo Bread Sculpture Nicknamed Pan Solo
    Derrick Murray
    • Website
    • Facebook
    • X (Twitter)
    • Instagram

    Derrick Murray is a Los Angeles based stand up comedian, writer, and co-host for The Jack of All Nerds Show.

    Related Posts

    Sandra Bullock’s Comments About A.I. Show the Danger of Ignorance

    April 17, 2026

    “Call of Duty” Film Coming in 2018 Via Paramount

    April 17, 2026
    "Smile 2," 2024

    Kyle Gallner, Raul Castillo Join Cast of Aaron Katz’s “Inground”

    April 17, 2026

    Don Mancini is Directing The Next “Chucky” Movie!

    April 17, 2026

    Jamie Dornan Is the New Aragorn in “The Hunt for Gollum”

    April 15, 2026
    "The Howling," 1981

    Joe Dante’s “The Howling” is Being Remade by StudioCanal

    April 15, 2026
    • Latest
    • News
    • Movies
    • TV
    • Reviews
    Most studios searching for a match-3 level design company are looking for five different things. Some need levels built from scratch, others require a live game rebalanced before churn compounds, and some demand a content pipeline that won't fall behind. These are different problems, and they map to multiple types of companies. The mistake most studios make is treating "match-3 level design" as a single service category and evaluating every company against the same criteria. A specialist who excels at diagnosing retention problems in live games is the wrong hire for a studio that needs 300 levels built in 2 months. A full-cycle agency that builds from concept to launch isn't the right call for a publisher who already has engineering and art in place and just needs the level design layer covered. This guide maps 7 companies for match-3 level design services to the specific problem each one is built to solve. Find your problem first. The right company follows from there. What Match-3 Level Design Services Cover The term "level design" gets used loosely in this market, and this causes bad hires. A studio that excels at building levels from scratch operates dissimilarly from one that diagnoses why a live game's difficulty curve is losing players (even if both describe their service the same way on a website). Match-3 level design breaks into four distinct services, each requiring different expertise, different tooling, and a different type of partner. Level production — designing and building playable levels configured to a game's mechanics, obstacle set, and difficulty targets. This is what most studios mean when they say they need a level design partner, and it's the service with the widest range of quality in the market. Difficulty balancing and rebalancing — using win rates, attempt counts, and churn data to calibrate difficulty across hundreds of levels. Plus, this includes adjusting live content when the data shows a problem. Studios that only do level production typically don't offer this. Studios that do it well treat it as a standalone service. Live-ops level design covers the ongoing content pipeline a live match-3 game requires after launch (seasonal events, new level batches, limited-time challenges) sustained at volume and consistent in quality. This is a throughput and process problem as much as a design problem. Full-cycle development bundles level design inside a complete production engagement: mechanics, art, engineering, monetization, QA, and launch. Level design is one function among many. Depth varies by studio. Knowing which service you need before you evaluate a single company cuts the list in half and prevents the most common mistake in this market: hiring a full-cycle agency to solve a level design problem, or hiring a specialist to build a product from scratch. The List of Companies for Match-3 Level Design Services The companies below were selected based on verified credentials, named shipped titles where available, and the specific service each one is built to deliver. They are ranked by how well their capabilities match the service types outlined above. A specialist who does one thing exceptionally well sits above a generalist who does many things adequately. SolarSpark | Pure-play match-3 level design specialist SolarSpark is a remote-first studio built exclusively around casual puzzle game production. With 7+ years in the genre and 2,000+ levels shipped across live titles including Monopoly Match, Matchland, and KitchenMasters, it is the only company on this list that does nothing but match-3 level design. Level design services: Level production, difficulty curve planning, fail-rate balancing, obstacle and booster logic design, live-ops pipeline, competitor benchmarking, product audit and retention diagnostic. Verdict: The strongest pure specialist on this list. When level design is the specific constraint, SolarSpark is the right choice. What they do well: Every level is built around difficulty curves, fail/win balance, obstacle sequencing, and booster logic, measured against targets before delivery. Competitor benchmarking is available as a standalone service, mapping your game's difficulty curve and monetization structure against current top performers with specific, actionable output. Where they fit: Studios with a live or in-development game that need a dedicated level design pipeline, a retention diagnostic, or a one-off audit before soft launch. Honest caveat: SolarSpark does not handle art, engineering, or full-cycle development. Logic Simplified | Unity-first development with analytics and monetization built in Logic Simplified specializes in Unity-powered casual and puzzle games, with match-3 explicitly in their service portfolio. Operating for over a decade with clients across multiple countries, the studio positions itself around data-informed development: analytics, A/B testing, and monetization are integrated into the production process. Level design services: Level production, difficulty progression design, obstacle and blocker placement, booster and power-up integration, A/B tested level balancing, customer journey mapping applied to level flow. Verdict: A credible full-cycle option for studios that want analytics and monetization treated as design inputs from day one, not as post-launch additions. What they do well: Logic Simplified builds analytics and player behavior tracking into the design process. Their Unity expertise is deep, and their stated MVP timeline of approximately three months is competitive at their price point. India-based rates make full-cycle development accessible without requiring a Western agency budget. Where they fit: Studios building a first match-3 title that needs the full production chain handled by a single vendor, with analytics built in from the start. Honest caveat: No publicly named match-3 titles with verifiable App Store links appear in their portfolio. Ask for specific live game references and retention data during the first conversation before committing. Cubix | US-based full-cycle match-3 development with fixed-cost engagement Cubix is a California-based game development company with a dedicated match-3 service line covering level design, tile behavior, booster systems, obstacles, UI/UX, and full production on Unity and Unreal Engine. 30+ in-house animators can cover the full scope of puzzle game production. Level design services: Level production, combo and difficulty balancing, blocker and locked tile placement, move-limit challenge design, booster and power-up integration, scoring system design. Verdict: A viable full-cycle option for studios that need a Western-based partner with transparent fixed-cost pricing and documented match-3 capability. What they do well: Cubix covers the full production chain in one engagement, with strong visual production backed by an in-house animation team. Their fixed-cost model is a practical differentiator for studios that have been burned by scope creep on previous outsourcing contracts. Staff augmentation is also available for studios that need talent to plug into an existing pipeline. Where they fit: Studios that want a US-based full-cycle partner with predictable budgets, cross-platform delivery across iOS, Android, browsers, and PC, and a single vendor to own the concept through launch. Honest caveat: Named shipped match-3 titles are not prominently listed in their public portfolio. This is a verification gap worth closing during vetting, not a disqualifier on its own. Galaxy4Games | Data-driven match-3 development with published retention case studies Galaxy4Games is a game development studio with 15+ years of operating history, building mobile and cross-platform games across casual, RPG, and arcade genres. Match-3 is a named service line. What distinguishes them from most studios on this list is a level of public transparency about retention data. Their case studies document real D1 and D7 numbers from shipped titles. Level design services: Level production, difficulty curve development, booster and obstacle design, progression system design, LiveOps level content, A/B testing integration, analytics-based balancing. Verdict: The most transparent full-cycle option in terms of real retention data. For studios that want to see numbers before they hire, Galaxy4Games offers evidence most studios keep private. What they do well: Their Puzzle Fight case study documents D1 retention growing to 30% through iteration. Their modular system reduces development time and costs through reusable components, and their LiveOps infrastructure covers analytics, event management, and content updates as a planned post-launch function. Where they fit: Studios that need a data-informed full-cycle match-3 partner and want to evaluate a studio's methodology through published results. Honest caveat: Galaxy4Games covers a broad genre range (casual, RPG, arcade, educational, and Web3), which means match-3 is one of several service lines rather than a primary focus. Zatun | Award-winning level design and production studio with 18 years of operating history Zatun is an indie game studio and work-for-hire partner operating since 2007, with game level design listed as a dedicated named service alongside full-cycle development, art production, and co-development. With 250+ game titles and 300+ clients across AAA studios and indie teams, this agency has one of the longest track records. Level design services: Level production, difficulty progression design, level pacing and goal mapping, game design documentation, Unity level design, Unreal level design, level concept art. Verdict: A reliable, experienced production partner with a long track record and genuine level design depth. What they do well: Zatun's level design service covers difficulty progression, pacing maps, goal documentation, and execution in Unity and Unreal. Their 18 years of operation across 250+ titles gives them a reference library of what works across genres. Their work-for-hire model means they can step in at specific production stages without requiring ownership of the full project. Where they fit: Studios that need a specific level design or art production function covered without a full project handoff. This can be useful for teams mid-production that need additional capacity on a defined scope. Honest caveat: No publicly named match-3 titles appear in Zatun's portfolio, their verified work spans AAA and strategy genres; match-3 specific experience should be confirmed directly before engaging. Gamecrio | Full-cycle mobile match-3 development with AI-driven difficulty adaptation Gamecrio is a mobile game development studio with offices in India and the UK, covering match-3 development as an explicit service line alongside VR, arcade, casino, and web-based game development. Their stated differentiator within match-3 is AI-driven difficulty adaptation. Thus, levels adjust based on player skill. Level design services: Level production, AI-driven difficulty adaptation, booster and power-up design, progression system design, obstacle balancing, social and competitive feature integration, monetization-integrated level design. Verdict: An accessible full-cycle option with a technically interesting differentiator in AI-driven balancing. What they do well: Gamecrio builds monetization architecture into the level design process: IAP placement, rewarded ad integration, battle passes, and subscription models are considered alongside difficulty curves and obstacle sequencing. The AI-driven difficulty adaptation is a genuine technical capability that more established studios in this market have been slower to implement. Where they fit: Early-stage studios that need a full-cycle match-3 build with monetization designed in from the first level. Honest caveat: No publicly named shipped match-3 titles are listed on their site — request live App Store links and verifiable retention data before committing to any engagement. Juego Studios | Full-cycle and co-development partner with puzzle genre credentials and flexible engagement entry points Founded in 2013, Juego Studios is a global full-cycle game development and co-development partner with offices in India, USA, UK, and KSA. With 250+ delivered projects and clients including Disney, Sony, and Tencent, the studio covers game development, game art, and LiveOps across genres. Battle Gems is their verifiable genre credential. Level design services: Level production, difficulty balancing, progression system design, booster and mechanic integration, LiveOps level content, milestone-based level delivery, co-development level design support. Verdict: A well-resourced, credible full-cycle partner with a flexible engagement model that reduces the risk of committing to the wrong studio. What they do well: Juego's engagement model is flexible: studios can start with a risk-free 2-week test sprint, then scale to 20+ team members across modules without recruitment overhead. Three engagement models (outstaffing, dedicated teams, and managed outsourcing) let publishers choose how much control they retain versus how much they hand off. LiveOps is a named service line covering analytics-driven content updates and retention optimization after launch. Where they fit: Studios that need a full-cycle or co-development partner for a match-3 build and want to test the relationship before committing to full project scope. Honest caveat: Puzzle and match-3 are part of a broad genre portfolio that also spans VR, Web3, and enterprise simulations. How to Use This List The seven companies above cover the full range of what the match-3 level design market offers in 2026. The quality range is real, and the right choice depends on which service type matches the problem you're trying to solve. If your game is live and retention is the problem, you need a specialist who can diagnose and fix a difficulty curve. If you're building from zero and need art, engineering, and level design bundled, a full-cycle partner is the right call and the specialist is the wrong one. The honest caveat pattern across several entries in this list reflects a real market condition: verified, named match-3 credentials are rarer than studios' self-descriptions suggest. The companies that couldn't point to a live title with an App Store link were flagged honestly. Asking for live game references, retention data, and a first conversation before any commitment are things you can do before signing with any studio on this list.

    How Engineering Teams Stay Productive on Remote and Extended Worksites

    April 20, 2026
    Customized Lawn Care Programs

    Why Every Lawn Is Different: Understanding Customized Lawn Care Programs

    April 20, 2026

    The Benefits of Online Gaming for Brain Health

    April 20, 2026
    Google Shopping & SEO Company: How the Right SEO Partner Can Boost Your E-Commerce Sales

    Top Secrets Management Tools Compared (Pros & Cons)

    April 20, 2026

    Patrick Muldoon “Starship Troopers” Has Passed Away

    April 20, 2026

    WOH G64 Star May Explode: Giant Supernova Could Be Coming

    April 18, 2026

    Glowing Figure Appears to Group of Campers in Equador

    April 18, 2026

    “Practical Magic 2” Brings the Owens Sisters Back With a New Generation of Witches

    April 15, 2026

    Sandra Bullock’s Comments About A.I. Show the Danger of Ignorance

    April 17, 2026

    “Call of Duty” Film Coming in 2018 Via Paramount

    April 17, 2026
    "Smile 2," 2024

    Kyle Gallner, Raul Castillo Join Cast of Aaron Katz’s “Inground”

    April 17, 2026

    Don Mancini is Directing The Next “Chucky” Movie!

    April 17, 2026

    Arrow Is Coming to Pluto TV for Free This May

    April 14, 2026

    Netflix Little House on the Prairie First Look Shows Promising Reboot

    April 14, 2026

    Survivor 50 Episode 9 Predictions: Who Will Be Voted Off Next?

    April 11, 2026
    "Tales From The Crypt"

    All 7 Seasons of “Tales from the Crypt” Will be Coming to Shudder!

    April 10, 2026

    RadioShack Multi-Position Laptop Stand Review: Great for Travel and Comfort

    April 7, 2026

    “The Drama” Provocative but Confused Pitch Black Dramedy [Spoiler Free Review]

    April 3, 2026

    Best Movies in March 2026: Hidden Gems and Quick Reviews

    March 29, 2026

    “They Will Kill You” A Violent, Blood-Splattering Good Time [review]

    March 24, 2026
    Check Out Our Latest
      • Product Reviews
      • Reviews
      • SDCC 2021
      • SDCC 2022
    Related Posts

    None found

    NERDBOT
    Facebook X (Twitter) Instagram YouTube
    Nerdbot is owned and operated by Nerds! If you have an idea for a story or a cool project send us a holler on [email protected]

    Type above and press Enter to search. Press Esc to cancel.