Junior Member · we dreaming? · Rais/Reun
One of the most baffling levels in recent memory. The amazing visuals in the final third can't compensate for the rest having some of the most extreme tonal dissonance of any level, with flashy, aggressive visual designs screaming over the limpest, most insignificant inputs and song. Could probably do without the pseudo-intellectual crap, too. I thought we figured this out after WhyMe.
A concept so cool you'd be forgiven for ignoring how comically tedious half of it is. Maybe this one's just for the MENSA applicants, but for my dollar there were about two too many moments where I went "How the fuck was I supposed to know that?" Ending still kicks ass, though.
A glossy, high-budget action level that undercuts the potential intensity of its dramatic theme with an uber-casual, fun-loving tone - that wouldn't be nearly as much of a mistake if the gameplay actually lent itself well to this, but it's so curated, so structured even in what should be its rawest moments that fatigue sets in well before the end of in Silico's generous runtime.
There's only so much value in playing Duchamp, but there's certainly something to be said about how shockingly functional the playing process for this level is. Deadlocked's gameplay is the perfect amount tactilely memorable and visually stimulating to get a chuckle out of me, at least.
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sorry about this gang