Average Ratings

Difficulty-/100
Overall7.83/10
Gameplay6.60/10
Visuals7.62/10

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Reviews

Created Date
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last month
-/100
DIFFICULTY
6/10
OVERALL
-/10
VISUALS
-/10
GAMEPLAY
avatar
4 months ago
-/100
DIFFICULTY
10/10
OVERALL
-/10
VISUALS
-/10
GAMEPLAY
avatar
4 months ago
-/100
DIFFICULTY
7/10
OVERALL
-/10
VISUALS
-/10
GAMEPLAY

Most parts here have pretty interesting designs and texturing, along with good colours but the way these structures are put together can feel less thought out at times like in 37%-42%, which is a shame because the part that comes after it works so much better. The double clicking can also feel pretty forced in certain parts, usually because it's not fitting with the song or general flow of the icon.

avatar
4 months ago
-/100
DIFFICULTY
7/10
OVERALL
-/10
VISUALS
-/10
GAMEPLAY

I feel very conflicted about this level, on one hand this is an amazing tribute to the wide variety of creators that influenced s3rios to be the creator they are today, on the other hand it’s quite glaring how rushed the final product is and it drags the level down a good bit. Some parts are of much higher quality than others, done in such a way that hinders the overall pacing, and combined with how so little cohesion is held between parts already it makes the level feel rather awkward and unbalanced. Some nitpick I have with the gameplay is that I despise double clicks, so obviously making an entire level revolving around this mechanic will put me off from ever giving it my own attempt. As much as this level has truly fascinating ideas, I would’ve preferred if more time was taken to refine a thing or 2, I hate to say I don’t believe this was an improvement over new bloom despite the ambition behind it.

avatar
5 months ago
-/100
DIFFICULTY
7/10
OVERALL
7/10
VISUALS
-/10
GAMEPLAY

i find it interesting how eclectic the styles are in this level, to the extent that it can sometimes feel like it's a megacollab or is using samples, but it is clearly all from the same hand, more so indicative of its ludicrous development cycle if anything. there's the base which is its abstracted old design (1.9-2.0) style but there's a lot more too, 2.0/early 2.1 era effect (2.0 serponge, funnygame to an extent, hypercube1 in vibe at times if not in execution), the various more art influenced backgrounds, a few assets that feel kinda like pre-god eater knobbelboy, a subtle tech influence in general (smth like betrayal of fate?), of course that one core part. the abstracted and geometric design definitely makes it slot much more cleanly into late 2.1 than anywhere else, making sense as 'coming after' creators like loltad or neigefeu, but it is definitely a very distinct level. i wonder how this level could've been received if it was finished much quicker, even as slowly as 2 years, given i'm sure there's seeds of these later styles preserved in earlier versions of it. i don't think it would've been quite as eclectic but it probably would be a cult classic to some extent, woulda been pretty early on stuff in vague krmal lineage

avatar
5 months ago
-/100
DIFFICULTY
8/10
OVERALL
-/10
VISUALS
-/10
GAMEPLAY

It's a shame that I'm not good enough at the game to be able to judge its gameplay properly, since it's very clearly the main focus of the level (it's in the name, duh). However I've always been a fan of this, even if as far as I know I never expressed any thoughts on it publicly. It's over a year old but, upon rewatching, I can safely say it holds up very well.

Design-oriented long levels like this have always felt like a showcase of individual parts put together in one level to me. I have higher preference for more progressive levels where every part is connected in some way. That's not to say Multiplicity doesn't do that though. Besides the gameplay based on orbs that you can use multiple times, stylistically all the parts feel connected. The whole level maintains a blueish color scheme and traditional designs while still featuring diverse fresh effects in every part. One thing I really like about it is that those effects seem very "pure". S3rios utilizes the best out of each trigger, but just enough. It doesn't overcomplicate itself with moving gameplay or anything similar, all the core effects are kept at the background and are just enough to give each part its own identity, although some parts are obviously more memorable than others.

Some highlights for me (effect-wise) are the glowy waves during the guitar solos, the distant backgrounds like the lighthouse part, which add a lot of depth that other parts lack, as well as the pixelated eye getting more and less clear (I find the gameplay in that part to be very fitting with the piano as well).

It's lacking that consistency for me to truly love it, as I think some parts (especially the more open ones) look a tad worse and are overall less interesting. I also find the ending to be a bit underwhelming; the last few parts towards the end kind of lack that personality that all the other parts have, and I wish they had a more progressive fadeout rather than being emptier. Overall though, this is a fantastic fresh take on the more traditional design side of GD levels. I really don't know why this never got rated.

avatar
5 months ago
-/100
DIFFICULTY
9/10
OVERALL
-/10
VISUALS
-/10
GAMEPLAY
avatar
6 months ago
-/100
DIFFICULTY
7/10
OVERALL
-/10
VISUALS
-/10
GAMEPLAY
avatar
6 months ago
-/100
DIFFICULTY
7/10
OVERALL
-/10
VISUALS
-/10
GAMEPLAY
avatar
6 months ago
-/100
DIFFICULTY
8/10
OVERALL
-/10
VISUALS
-/10
GAMEPLAY
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