prioritizing the visuals over gameplay has been a common theme in the space gauntlet, and this level is no exception. i'm sure some people will take issue with this, but i don't think there's anything inherently wrong with focusing on one over the other. what i take issue with is how many entries use their focus on decoration to create the most bombastic, in-your-face light shows they can (looking at you, kira9999 and bli), which just doesn't work for me.
aperture has the confidence to not devolve into madness—something many other entries lack—because it knows its decoration and effects are solid, so it doesn't feel the need to spam shaders and flashy lights to compensate. and the effects definitely hold their weight, as they're some of the most creative and well-executed effects i've seen in 2.2. plus, the sparing use of shaders and over-scaled objects keep the whole level crisp and detailed, something i was critical of in my review for final orbit.
the biggest drawback with this level for me is that although i said it's fine for gameplay to take a backseat, at times it gets pretty egregious. most of this comes down to the difficulty, as this level really wants to be an easy demon but it's been nerfed to be a 9*, to mixed results. i wish they fully leaned into its difficulty by removing the invisible pads in the first spider, adding obstacles to the film reel part, and making the 3d part a bit more involved, but of course then it would firmly be a demon and no longer be allowed for the contest.
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sorry about this gang