Song rep feels almost forced in certain parts. Really poor use of orb chains for song rep. The well-defined input-per-sound structure doesn't really bode well since the vocals are so echoey and flowy, and all the other sounds used for the orb chains are also very resonant and reverberative -- this extreme dissonance created that's never really resolved is a major problem throughout the level. Progression-wise the song is very repetitive, yet the designs wear out somewhat quickly due to them not scaling well across long expanses of time; they're cool to look at for maybe 20 or so seconds but they never really evolve or progress within each part and hence get somewhat stale. Even small changes in the pulses or jingles in the movements would go a long way. A paradigm is thus created where this city should feel brimming with life up to its eventual rapture due to its constituents - it doesn't.
These main issues within the level's design ethos really take me out of the otherwise very impressively crafted world Maxxormen has created. Not lower because the start of each part, and the transitions between each part are consistently very very good. An exception to the above also exists within the level, being the randomised cube part. Easily the best part of the level.
Cityfade takes the common city theme and elevates it with very stylised execution. Much more interesting than any realism-based approach if you ask me, I absolutely love its aesthetic, all the little details and how its setpieces become more abstract as the level progresses. My favorite 2.2 level so far. The only thing bringing it down a bit is the shitty randomised part
so many emotions when you get to that ending from 0, maybe dying to it 3 times was a blessing in disguise as i could keep playing this. truly perfected the song. only nitpick is that the gp is a bit tedious especially on the vertical building section
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sorry about this gang