In 2.2, MattewGame's levels have mostly been recreations or translations of other games into GD, which were impressive and sometimes fun but lacked identity and had little to say. A couple standout visuals and ideas from his previous levels (mostly Tears of Denial and shapeless -- though these levels take heavy inspiration from other games, there are still original aspects and sections of them) expressed his interest in history and warfare. I distinctly remember being fascinated by the justice balance scale with the caryatids in the background from Tears of Denial and wishing Mattew made more stuff like it. Motivated by criticism of his past work, Mattew made Espiazione, a level filled with these unique aesthetic ideas, personal expressions, and his own spins on boss fight conventions. Mechanically, I found several of his previous levels frustrating to play, but this level works better with GD's controls as the boss fights are relatively simple and easy but still satisfying. It makes sense for them to work like this because the level's focus is more on its narrative. He also challenges boss fight conventions in a couple delightful ways, the first being the beginning where you damage the boss by letting it attack you, but the one I found absolutely shocking was at the end of a battle with some army troops, they place a nuclear bomb which you are forced to let explode, encouraged by the soldier that appears throughout the level to kill off the bosses. It fits right in line with how the level uses warfare as a lens to look at the subject of mortality, where death is everywhere and is terrifying (it's my own greatest fear). And it's like, what the hell do we do about that? Mattew says fuck it all, we make art. The only thing I would really wish for here is for him to make more platforming gameplay. I thought it was cool in shapeless and I'm not attached to the boss fight on a flat surface gameplay loop.
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sorry about this gang