Junior Member
not sure if it's just me but i had always assumed mechanical showdown was a 2.1 level, but no! it's actually a very late 2.0 level, which is a testament to how well this level has aged. one of the best aged 2.0 levels, for sure. the gameplay is generally very fun and the decoration is extremely polished, with none of the pitfalls you commonly associate with levels made in this update.
however polished this level may be, though, ultimately the style it's perfected is one i don't find all too interesting. the colors are dull and uninteresting, the industrial theme was pretty common in 2.0, and the song is just okay. from what i remember, this style of black blocks with white outlines that occasionally flash different colors was a common trope at the time. there really isn't anything about this level that stands out; so while i certainly remember this level, in my head it's just one big, gray blur
the hypnotic, rotating overlays; the chilling atmosphere; the simplistic yet elegant structures; so much about this level is truly stunning. it's honestly quite incredible how palpable an atmosphere this level creates despite its simplicity. the first parts feel so cold and desolate which makes for such an incredible payoff when this atmosphere is subverted at the climax, which is one of the most gorgeous parts i've seen in any level. and the flowers sprouting at the end is just the cherry on top. but despite the massive tonal shift, the level maintains its elegance throughout. it feels very hopeful in that regard, as it shows there's beauty to be found even in the most desolate of environments. it's some of the best progression i've seen in any level.
so it's a shame the playing experience brings it down a bit. the random dual ship is really finnicky for no good reason, and the climax is so bright it's basically a memory part. i'm normally not a fan of click sync gameplay, but i think it would've fit this part well by de-emphasizing the gameplay and putting all the focus on the visual spectacle; i've done this in my own levels to great effect.
realistically i should probably dock more points for the gameplay, but i just can't bring myself to do that in my heart of hearts given how much i adore this level
very quid-coded, in both good and bad ways
the good: the style fits this level very well, and some parts use it to great effect; the looping ball and both ufo parts are all standout parts (visually, anyway) and look really good.
the bad: the somewhat finnicky gameplay adds a lot of character but does get a bit excessive in some spots. several parts feature bright gameplay objects on a bright background which makes for a pretty frustrating experience. at the drop the combination of tiny icons, a large distance between the p1 and p2 gameplay, and bright flashes making the blocks invisible makes my eyes glaze over so hard; it feels impossible to tell what's going on.
also feels quite rushed at times. some parts feel a bit half-baked, and the 30 second black screen at the end is especially egregious
in the post-2.2 age of "more, more, more" it's rare to see such simplistic levels, let alone ones done this well. wless's iconic style of structuring and tasteful shader usage does wonders in making such a simple level still look visually interesting.
though i wish the intro had more going on gameplay-wise. i know wless loves his long, easy intros but when the first third of the level is basically auto i have to draw the line
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.
belonzik is a creator who, despite not releasing many levels, i view in very high regard, and wavy gardens is my favorite level from her.
the neon, futuristic look the level is built in is a style she loves to use. talking to belo, she clearly has a deep fascination with space, and this fascination permeates throughout all her levels, this one being no different. and while there isn't any space iconography like stars or planets, the song and general atmosphere still feel very space-y.
the level itself is built upon an effect using thin lines of glow and a bunch of move triggers to create waving lines of glow, and belo makes great use of this effect throughout the whole level. effect levels from around this time would often cram in many different effects, resulting in a final product that felt disjointed and messy—key by ilrell being a good example of this—but i have a lot of respect for levels that have the confidence and restraint to stick to a single effect, and the creativity to expand upon it across an entire level. in particular, i really love the backgrounds, which remind me a lot of the waving battle backgrounds in earthbound.
i also really like the use of text throughout this level. text in levels tends to get a bad rap because it's often used to convey an emotion the creator isn't experienced enough to convey through the level itself, but in this level the tone of the text and level work well together, and helps add to the experience.
it's worth noting that this level released in august 2020, which is surprising given how well it's aged. in that regard it reminds me a lot of " " by nasgubb, a neon level which has similarly aged well. but while that level is still remembered very fondly, wavy gardens seems to have been largely forgotten, which is a shame, given that it's one of my favorite levels.
everything about final orbit feels completely backwards to me.
the level is trying to portray an astronaut reliving their memories as they die in space, something i imagine would feel very sad and lonely, and yet it's loud and bombastic.
the level tries to show the astronaut's memories, but it's just random scenery with a loose astronomy theme. did they not remember their loved ones or have any regrets?
the level places great emphasis on the background to tell its story, and yet the gameplay is so involved it's nearly impossible to focus on it while playing.
when you lay it out all like this, the rationale behind these decisions is plain to see: the level is loud and bombastic because that's what worked in the ncs gauntlet, the astronaut's memories are solely of beautiful scenery because it looks good in the background, and the gameplay actively works against the decoration because this level was intended to be watched, not played. these decisions were made because it's what wins contests. and while I guess I can't really blame bli for prostrating himself to appeal to the lowest common denominator when it'll net him more prize money, it is frustrating to see bli (and other creators like him) who can and have made great levels self-sabotaging their work like this. i'm still hopeful for bli's next level that isn't for a contest, but rage quit is extremely popular and I imagine final orbit will be too, so maybe levels like these will become the norm.
on another note, I really dislike the trend of over-optimization bli kickstarted with change of scene. the blurry, scaled up objects combined with the overabundance of radial blur makes for an incredibly nauseating experience, because there's no detail for the eye to focus on. it's not like bli didn't have enough objects to work with—he doesn't even use half of the allotted 100k objects. bli's older levels like absolute garbage look so crisp in comparison
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sorry about this gang