Junior Member
TORN has a cool atmosphere, the gameplay mixes both playability with being unique which I appreciate, and the cold colour tones are utilised in order to create a chilling aura which reflects the songs notes. Simply a good level, I don't have any issues with it, but it lacks a lot of artistic value. It looks fun, I might try it sometime.
I believe Silent Clubstep to have many redeeming qualities, the infamous predroo ship which is representative of the levels identitiy as a silent level along with the 8 jumps of hell which are raw difficulty, Silent Clubstep suprisingly builds good atmosphere considering its age, the drop is climactic thanks to the levels balancing, the same goes for the second drop as the build up culminates in one of the most iconic click patterns in GD. After chall list smelly the famous maze acts as a perfect finale. A "dont choke" part after all the difficulty has been passed. Sadly, the level rated on the servers is nerfed, which directly opposes the idea portrayed originally, should the one on the servers be unnerfed silent clubstep, it would've gotten a 7/10.
I was expecting the most artistic, best experience of all time however the level is rather underwhelming. It may be unique but it lacks coherency and is ultimately an amalgamation of anything deemed somewhat negative. I like the 3 way dual gimmick and the art is cool however I dont really think it all fits together amazingly. I definitley think people just like these levels because theyre somewhat unique, and feel like theyre an amazing critic. The imagery serves as a metaphor for war, but the symbols are rather childish, it feels like the message is nothing but "war is bad so I will use gross things to represent it".
This level perfectly fits the criteria of "raw", gimmicky and unique early 2.0 gameplay and decoration style make for a very epic level. I particularly appreciate the way boss fights are utilised in this level, the dual in particular is very awesome. A lot of the parts arent particularly cohesive and the level is stereotypically "bad" due to its lack of readbaility, which like thinking space makes it unique and gives the level a nice charm. This combines with the dubstep song creates a nostalgic level, you can tell the creator loved using the newly added move triggers, and it makes the level feel like its trying to kill the player on purpose, the moving structures give the level a sense of sentience. The level in spots lacks cohesivness and some parts dont fit in the level really at all, but some parts like the drop robot are super awesome, utilising veritcality in a way most levels do not. Very cool level, but evidently flawed in many aspects.
Bloodlust is, at it's core, a remake of Bloodbath, which means it generally lacks in originality, however, unlike other levels such as Apocolyptic Trilogy, aftermath and Riot's Demise Bloodlust prides itself in it's substantial additions to the level. The first ship replicates that of Bloodbath's in that it showcases the level's difficulty, the extension, and the level being based on nerve control by nature means the level evokes emotion other levels cannot. The extension represents modernity, the gameplay style is flowy and different to that of Bloodbath, which I believe enhances Bloodlust as an experience. The increase in speed and intensity refelcts the climax of the song, the corridor part one of the most iconic and unique parts in any level with TMN's part as a finale come together to create the best possible Bloodbath remake.
Its an impossible level, but it does at least have some charm to it, particularly the cube sections later in the level. They're gimmicky unique and I would regard them as quite cool. Conical Depression is a joke level that I do actually quite like, the clubstep monster at the start is a nice touch, and I think it serves as a reminder of how inconsistent and terrible the rating system is.
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sorry about this gang