Obviously I don't have as much profound stuff to say about Rivers of Nazareth as I did Caraspace so I'll keep it short but my ambivalence toward this level (especially against Audieo's other levels lately) is mostly due to the playing experience. I'm not too experienced with extremes so I won't be too harsh on an otherwise remarkably well-received level but it's very clear when playing it that Audieo isn't that experienced of a player himself. If anything it reminds me of when I try to build extreme gameplay - the sync is very flimsy at times, most of the parts are very awkward (until you learn them, presumably) and overall it just feels undercooked. It's not really satisfying to pull of in the same way that some similar levels are, if that makes sense. I don't have a huge problem with the player being in the center like many people seem to,but because the level is so obnoxiously bright it just feels a little too daunting to try and get this otherwise straightforward gameplay down. It's just really not for me.
I think the effects in this level range from decent yet uninteresting to genuinely really creative. The last ship, although it's probably the worst playing part, is absolutely gorgeous and justifies a lot of the design choices made earlier very well. Rivers of Nazareth employs a ton of divine and astral imagery, hence the name, and although I don't think this level is as strong in theming as it is effects it's definitely worth the rough deviation from AudieoVisual's baseline aesthetic. Also seeing this level get legendary was really cool, certainly deserved for the hard work!
Copied this off a google doc I made during a flight, so there might be some formatting errors
Rivers of Nazereth is probably one of my favorite extreme demons. It is visually unique, with a sort of “inverse color scheme” that I have never seen before. It uses a bunch of cultural knowledge in the level as well. Also, there are a ton of small ui details throughout the entire level, which was a nice touch. The effects in this level were absolutely stunning too. Two of my favorite parts of the level visually is the entirety of the part after the intro and the dual part’s background. The gameplay is also really good and fun, and it has things I have never seen before. There are some iffy spots gameplay wise though, such as the wave part - some of the blue orbs are skippable and sometimes it is hard to tell where to go. But the rest of the level was done pretty well gameplay wise.
Overall, this level has some really unique elements to it with a great execution, audiovisual really cooked with this level
honestly fantastic first approach to this difficulty by audieo, wish a few clicks were a bit more fair. the decoration is peak and we all know that. also i died at 95% LMAO thanks for the 100th extreme
This level is absolutely stunning. Lots of creative ideas, plenty of subtle details, and really makes good use of the invert triggers. Very deserved of the Legendary Rate. But god damn, there's some parts of the gameplay that are incredibly awkward. The Robot most especially. Lots of quick clickings and specific timings. Like the part at the robot where you have to time the blue/green orbs, it's pretty easy to overclock the 3rd one, and that's part of the reason as to why I took so long trying to beat it. Aside from that, there were a lot of specific timings, and the ship part, while it's mainly fine for the most part, it'd be a lot better if this was the older ship physics and not the 2.2 ones. But again, it's mainly fine for the most part, and I didn't really have a lot of issues with it.
Although I think the gameplay could've been better, the level overall is still incredibly cool, and I would still recommend it if you're looking for a starter extreme that's not incredibly easy like The Super Hotdog, but also not something that is the common joe like Acu.
I've been tracking AudieoVisual's creating journey for a couple good years now, his previous hardest level, Dirty Work, was really fun in my opinion, so when I learned he was making an extreme I had to check it out. After sitting through a lot of the streaming marathon as he built the level, I was so prepared for this level's release. At first it seemed really, really good. The visuals were on point, the effects were cool and trippy, and the gameplay flowed well. The more I practiced though I learned some parts were not that enjoyable. The first ball dual thing feels really awkward, many clicks in the second part altogether are pretty awkward. Then we move onto the wave, which was.. okay, I found the first few clicks really annoying because of how it was structured, and I died to that pink dash orb many times. Besides that the other clicks were fine. Then there's the robot, which was easily the most frustrating part of the level for me. Something about the orb + pad clicks felt so inconsistent and I wasn't able to get past it. I died at one certain click way too many times that was necessary (probably a skill issue), which kinda bumped down the enjoyment for me. Thankfully this level drastically improves past the robot. The dual is straightforward, which I am thankful for considering the insane visuals in this part. The final ship is a great climax and feels really in sync with the song overall. I would also like to say that Audieo has such a good creating process for his levels. Watching him slowly put together his final vision for every part was quite satisfying despite.. a lot of trial and error. This level is a joy to watch, not all that fun to play, but I had a decent time with it.
very good but the arabic words that audieovisual clearly just randomly shoved in is really fucking corny lol
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sorry about this gang