The grey-ish parts are unassuming at times, having really messy-looking colour combinations. However, they contrast extremely well with the insane-looking neon green complex biotech designs. The endscreen in particular made my jaw drop. However, the lack of complexity in the colouring across the classic core-styled parts, with all the structuring cycling through gray and green, does hurt this level a bit, although this is perfectly understandable for a 1.9 level and the end result still looks great.
Bionuclearcore only vaguely maintains its classic 1.9 feel, mainly in its structuring. While this lack of rootedness may feel like a flaw, I'd argue that this approach and execution feels transcendental of the era and its style almost, also in part due to the theme revolving around transhumanism.
The gameplay in this is an anomaly. When I first attempted this level and started doing runs on this, the gameplay felt strange. Not because it was extremely confusing or disorientating to navigate -- no, rather, it was TOO simple. Once the gameplay is unraveled the path becomes immediately clear and consists of extremely basic trajectories for the player. Almost... too basic. Almost... as if something was amiss.
Once I got the gameplay down, I played it from 0. With the path still fresh in my mind I breezed through and made rapid progress on the level, tearing through the metal foliage like it was paper. Until, it hit me. The fatigue of repetition crept in, slowly, but steadily, until the level becomes a nearly blinding, irrevocably tangled mess of edges. I still tear through the level but now, without a clear indication as to why. Every structure blends into another so much in motion with blurred vision; the visuals becoming entrancing, almost hypnotic in nature. Now, it is without a doubt in my mind that this is where the bulk of the difficulty originates:
The weakness of flesh.
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sorry about this gang