Love the punk and graffiti ideals presented here. I adore the creative choices and worlds that Devin makes, and the colors and imagery he expresses in this level.
I think this level is level works because unlike other Devin levels (and "realistic" levels in general) it embraces the fact that it's made of objects. In the intro of the level most of the objects are alienated from any function, they look just as lost as you. Throughout the level the limits of these objects are also explored. You see them being created and eventually disappearing, you see their borders and how there is no world beyond what you see. This is often used in addition with the contrast between the highly detailed art and the crude objects to make the world feel unnatural despite the realistic designs. The level constantly reminds you that even what looks organic is artificial. It feels like you're traversing the remains of an art level where all the "actors" have gone mad.
Genuinely a magnum opus in Devin's career, world war is a perfect blend between his oftentimes uncanny block design with his overall unserious and wacky approach to creating levels.
World war feels like a level with no theme or idea, seemingly cascading between multiple settings, however this premise is executed extremely well. Being used already to Devins style of creating helps understand this level, but noticing the extreme attention to detail shows there is meaning to each section and it isn't just a complete mess. Each part seems to lack cohesion in a certain aspect, take the first ship. There is no structuring in this section, with the same birdlike saw and ground spike copy pasted everywhere. However the kaleidoscope like display of effects in the background, that seem to contrast with the rough feel of the saws, keeps the level vibrant and interesting, and shows there was still passion put into this part.
Another aspect of this level I really like is the seemingly unpolished feel the level gives, random pickable coins throughout the level, or the random display of pink orbs near the halfway point add to the feel that this level is a "mess". The grotesque arts placed in the level also add to this feel, they serve no purpose to be there, but they help add to the shock value of this level. In some sections the level seemingly loses its whole composition, for example the cube after the wave.
The song choice is another reason why this level stands out so well. The music used in a level tends to be extremely important, and is able to make or break the whole feel of a level. It isn't just about using a song deemed to be good, but about using something that can encapsulate what you are aiming for with your level. With this levels song, whilst it definitely isn't something I'd listen to in my free time, its sporadic nature is a perfect suite for what this level is going for. Highlights for in which this level uses the song to its best is definitely at the end of the level. During the second drop of the level, the song ramps up to its highest, with a heavy power noise beat that is quite uncomfortable to the average listener. The level represents this by instead of ramping up the intensity with some epic effects or bg, but with a constant flashing of a black screen, or the occasional silhouette art of a person. The blocks start shaking aswell, and lines or purple orbs are spiralling in chaos. Overall these details picture the level as being in its peak, and its starting to spiral out of control. After his climax, the song instantly changes feel, with singing vocals playing that signify peacefulness and a resolution. These vocals are perfectly represented with the colourful background effects, which I have 0 clue how they were made in the editor.
Overall, another review on this level perfectly summarises my thoughts, its like an avant-garde geometry dash level.
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sorry about this gang