On nostalgia
I think it's safe to say that people have a complicated relationship with the past; we look back on memories fondly but revolt at media that exploits the feeling.
Next Yesterday is a level rooted entirely in nostalgia not for a better era of creating, but for a uniquely beautiful one. The level is mostly a montage of original parts made in the image of other creators, and while some of these parts have changed over the years through several major updates to the level, the love for these creators has not dissipated in the slightest.
Really, all of the emotion in this level comes from nostalgia, which a critical eye might be wary of. What makes it work for me is the execution; ilrell is an outstanding creator, technically speaking likely one of the best out there, and has such depth of knowledge in the field that every idea lands. It's not perfect, but for the concept I don't know if it could have been done much better (though I'm not a fan of a lot of the superslowed parts that were always a nuisance in 2.0). The wash of green over the whole level accentuates the nostalgic qualities for me--it reminds you that this isn't really a 2.0 megacollab, it's an idealized memory of one. When have you ever actually seen a cohesive 2.0 collab haha
I think nostalgia is too often decried as an artistic tool. Evoking the ethereal nature of a memory is no easy task, at least effectively. ilrell would go on to make more levels like this, but none of them ever quite matched the magic of the original to me.
(Completed in 2/23/25)
I noticed that this level got an update that is vastly different from when it was first released (I don't know why or how), so I am going to talk about the version I played here. This is a cool and unique concept for a level. It being a solo designed like a 2.0 megacollab, in which the creator perfectly mimicked each part with another creator's style back in 2.0, as if it was from that said creator. It really show how truly talented Ilrell can be as a creator, and with these effects you'd see back in 2.0 levels, it does give this level this chill and vibing tone that works well with the level's design. I'll also give it credit for the fact that it even does play like a 2.0 megacollab...which I don't really mean in a good way.
Not downright terrible, but as per usual 2.0 megacollab problems, it is noticeably unbalanced with each part playing vastly different from each other. Parts are way harder than they should be, mainly the AbstractDark, Maboflo, and Serponge part. Other parts are just downright lackluster, like in between those parts there's literally a robot section where you do absolutely nothing. And with all these combined in a two and half minute level, it makes this so boring to play from 0% when you spend one minute with every attempt just to constantly die at any of the hard sections in the middle. It actually ended up being less therapeutic and vibing, which I wanted it to be, and more tedious and annoying the moment I started getting unlucky with it.
It's a nice level conceptually for how faithful it is to 2.0 megacollabs, but I would rather have fun with other levels than those types of levels again. Maybe the sequel will be better to play.
Total Attempts: 71
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sorry about this gang