This review is reversed for copy-pastas saving. I do not have any 10/10
One of the failing of the pursuit of "realism" in Geometry Dash is that Geometry Dash is an inherently unrealistic game. The tools available to creators are inefficient for replicating a hyper-realistic visual style, and so, creators essentially handicap themselves when they attempt to "passes" to the eyes of players. This should be obvious, because Geometry Dash was never meant for realism (this is slightly muddied by 2.2 update, but still holds essentially true).
The ultimate failing of the pursuit of "realism" in Geometry Dash is that any attempt made towards it will be so strained by the limitations of the game as to be a detriment to every other aspect of the level, and by proxy, the style itself, no matter how successful it is at realism. At best, a "sucessful" attempt at realism will bear the obvious effects of tunnel vision, and at worst the incongruency of the style will fail in totality due to the engine in which it was created. That is to say, even a perfect recreation of real-word realism contained with in the game will, by its own nature, fail. There is no end to which it can succeed fully. It is a flawed pursuit.
Dimavikulov either had realized this, or was simply working withing the limitations and expectations of 1.9 creation. Whichever is true is not actually important, because regardless, his/her levels was created and uploaded and played and viewed, and we look at them now in the context of the present which we inhabit. Sakrag (and their other levels of this nature) succeed because they are unrealistic. No player is being fooled by it and can obviously be seen at first glance that this is a gd level. Despite that, it still manages to convey it atmosphere and setting better than almost all levels that came after it. It instills this quiet melancholy through the traversing of these bleak, colorless environments. It is contemplative and subtly hopeful. It makes the player feel like they move through these empty, lonely places. This atmosphere works effortlessly here because it does not attempt to conceal the fact that it is a Geometry Dash level. It does not attempt to create something that isn't Geometry Dash. This fact is something that unfortunately seems to be becoming lost as the game progresses. Recreations and realism often feel limp and ineffectual both due to the aforementioned inefficiency, and because they simply "do not feel" like Geometry Dash levels. They occupy a blurry halfway point between trying to be something outside of the scope of the editor and also conceding that the editor is not a great tool for anything other than traditional gd levels. I do not mean to impose a purist expectation on what levels should be, but creators should not try to cover their eyes and stray too far from what the editor is good at. This game is good because gd levels are good, not because sub-par game recreations are good, or because "technically impressive" works can be created in something that isn't meant for it. Sakrag is great because it is remarkably grounded in itself. It does not show any insecurity in the limitations of the editor or creator ability, and is still able to create something amazing. As what becomes possible in Geometry Dash moves further and further, we should not lose sight of the remarkable effectiveness of simplicity in creation. This level is a radioactive waste-product.
Writen by AnActOfSelfMutilation - Sakrag [Fenniko's edition]
One of the larger long-term questions of our life-times is what to do with the radioactive waste-product produced by nuclear power plants. These plutonium rods will continue to emit deadly radiation long after they have served their use and long after anyone who coexisted with them will have decomposed in the dirt. With no real solution found, yet, we simply leave the burden to future generations, passing this waste on to others as time's arrow continues to move. Even buried, encased in concrete, and with all neutralizing measures in place, it does not matter, it will continue to poison anyone who comes in contact with it, its half-life lasting beyond all our lifespans. Even in a world with no need for energy, even when the human beings relocate to another planet, this nuclear waste will continue to release it's radiation, buried in the ground. Its effects lasting much beyond the scope of everyone who has worked with it, and everyone who will even know it. It is a poison that we sowed, and will reap for eternity, even much beyond when it has served it's use. Its effect will last forever and can never be erased, only mitigated as much as people care to try. We cannot erase it from our history, no matter how much we try to. This level is the same, I believed.
Writen by AnActOfSelfMutilation - Khrone (Hota1991) [Fenniko's edition]
Also Dr.Mario, I want it to be reusable for every other review of a level.
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sorry about this gang