very few levels in the game place their worth entirely in their ideas. this doesn't either to be fair, it certainly exerts some effort to Look Good while conveying its concept, but i bring this up because what makes high expectations good almost exclusively is the context of the level, making the decoration clearly the less important aspect. it's not something you have to read up on extensively to "get" (although pahc's review does provide good insight) because it does a stunningly good job of communicating itself; the dread seeping through the level shakes you to your core and becomes immediately apparent the second you hit play. that feeling never leaves through the level's short length, aided by not only the sharp red-and-black visuals but most importantly the fact that you are always aware of a box slowly closing in on you. once it finally comes down on you you just die, and the shock of dying a seemingly unpreventable death here is one of the coolest moments in the game. no fanfare, not even a death effect, the level just stops. that death is the concept i'm talking about and it alone sells the level. this grand deprivation of an ending ties beautifully into the idea of an inevitable, impending death and the commitment to this concept in a game where removing the "end" of a level essentially invalidates its level-ness is monumental.
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sorry about this gang