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I don't think there's a better word to describe this level but completely 'exhilarating'. "Hold your Colour" is a level so energetic and lively that it really does manage to convey the ecstasy and vibrancy of a grand, large-scale and elaborate party that practically never seems to end. It's a level that I find feels so wildly liberating and freeing in execution, with it essentially just encouraging you to give yourself up to the music and absolutely kill it on the dancefloor. 'Hold your Colour' regardless of whatever shade it may be because who gives a damn if anybody judges you? What matters most is you're having a great time, not what anybody else thinks. It's an excellent and enjoyable level which I think is even more enhanced when playing with headphones. Playing with headphones just allows you to get even more swept up in the ludicrously colorful party that lies at the heart of "Hold your Colour" (especially thanks to the music). There's so much pure energy bursting from "Hold your Colour" that I really have to admire it.
A solemn, soul-crushing and stunning finale to BrainETR's ambitious "Somewhere Else" project, "05 Somewhere Else" is a profound level that can't be described as anything but absolutely devastating. I can't recall another series of levels that took me on such a wild and turbulent rollercoaster of emotions, but "Somewhere Else" (both as an individual level and overall project) is an emotional tour-de-force that just operates on a whole other level.
As a level, "05 Somewhere Else" is a cathartic tearjerker that only serves to rub salt into the deep emotional wounds already created by the equally dazzling "In Retrospect". The use of blurry visuals much like its predecessor makes the whole level seem as if it is constructed using the fabric of distant, fading memories embedded within a person's consciousness. It even creates this almost dreamlike ambience within "Somewhere Else" as the player drifts effortlessly between unclear, foggy visions a of starry night sky, a beautiful rainbow, a bright pink heart, and a serene field glowing in the radiance of the Sun. I doubt that a more apt song for "Somewhere Else" could have been chosen. 'Pictures' is a deftly fitting song which I think perfectly aligns with the level's (as well as the overarching series') general themes as well as emotions of grief, loss, and yearning to see your lost loved one once more. The level's absolutely masterful ending in which the screen slowly fades to white, the text 'See you one last time' appears in accordance with the song, the same photo that appears at the end of "Turn To Dust" returns, before the credits finally appear on screen couldn't have been a more satisfying, emotional, and heartrending sequence to bring the project to a close. I hate to admit this, but I kind of cried as the level came to a close. It couldn't have been a more perfect way to end "Somewhere Else".
As an entire series, I absolutely loved "Somewhere Else"! I thought I wouldn't enjoy it as creators typically get pretty clunky the second they try to venture into more artsy and experimental territory (such as that one experimental Neigefeu level that I don't think anybody remembers), but BrainETR was truly able to succeed at crafting an emotionally dense, resonant and compelling narrative with the "Somewhere Else" series. It's a very unique and smooth fusion between typical BrainETR conventions and more 'arthouse' elements that I think works excellently without losing what makes BrainETR's usual levels so special. While there is a backbone for a definable narrative, it's vague enough to invite multiple interpretations and takes on what the meaning of "Somewhere Else" really is. The whole 'stream of consciousness' manner by which each level is constructed is pretty unique and I think it adds an extra level of complexity with each level acting as a dissection of the inner psyche at different stages during the process of grieving. Each level in the project has an extremely distinct visual and atmospheric identity, yet they all come together to form a cohesive final product that has a meaningful storyline.
All in all, I was incredibly moved by "Somewhere Else". It's the kind of project that pushes the boundaries of Geometry Dash, not in the technical sense, but more so in terms of getting to the player's emotions and storytelling. It's powerful, unique, sincere, engaging, and the kind of daring creative project that I think GD needs more of. I think I'll be excited for the next time BrainETR decides to take on a similarly evocative and atmospheric project.
If you think about it, our memories are much like home videos. We can rewind them as many times as we want, we can pause them to focus on the little details, we can skip over the boring parts and get straight to the meat, and we can excise or remove the parts we least want to remember. "04 In Retrospect" is a level that deeply understands this. Its whole framing device as this old home video captured on a retro camcorder makes the level's whole message on memory in relation to the human mind all the more poignant and profound. As the 4th episode of BrainETR's "Somewhere Else" project, I find that "In Retrospect" might be the most powerful instalment. As a standalone, it's already amazing how much atmosphere and emotion BrainETR is able to stir up in a simple 2 minutes. However, with the added context of the series as a whole, a whole new layer of sadness and profundity is added to the flickering tape that is presented to the player's eyes. "In Retrospect" might be one of the best depictions of a fading memory ever presented in Geometry Dash.
"In Retrospect" is a level that follows "Respite Interlude". A brief interlude and 'break' in the project, "Respite" can be interpreted as depicting the grieving individual (whom most of the series focuses on) turning to drugs and hallucinogens in order to cope with their loss. Following an overdose, they are taken to the hospital which then leads swiftly into "In Retrospect", where the individual appears to be looking back on everything that has taken them to where they are now. With regard to the content of "In Retrospect", it's a rather abstract and nebulous collage of random items and objects from the individual's life. The meaning of these items isn't clearly disclosed to the player, inviting an extremely wide variety of interpretations. There is a 'STOP' sign that is repeatedly shown throughout "In Retrospect". Perhaps this sign could be representative of the person's desire to 'STOP' and prevent the untimely demise of their loved one? Alternatively, perhaps this 'STOP' sign could be the person's inner conscience warning themselves to not overdose and get carried away by their drug abuse? I find the use of a 'STOP' sign particularly interesting, especially as there is a recurring motif of road signs and road-related imagery within "In Retrospect", such a sign indicating 'no U-turns', an electric sign displaying 'REMEMBER' (much like an electric sign positioned next to a highway), and another sign that threateningly displays 'Do Not Enter'. The use of road-related imagery could be interpreted as providing some insight into the original manner by which the loved one may have died in the first instalment. After all, the cause of the loved one's demise is never explicitly specified. The fact that signs associated with roads feature so prominently within "In Retrospect" suggests that it was possibly a car accident which claimed the life of the person's loved one who died.
A pencil also repeatedly features however its meaning isn't as easily definable as that of the 'STOP' sign. Trivial and seemingly insignificant objects such as a pencil appearing only add to the stream of consciousness vibe that the "Somewhere Else" series as a whole emanates. Perhaps the pencil was a gift from the person who originally died? Perhaps the person that the level centres on used this pencil to sign in to the hospital. The fact that no definitive answers exist within the opaque "In Retrospect" makes it all the more special and fascinating to theorize about. Memories can't necessarily be 'explained' in the traditional sense and this is a level that completely understands this. What is the meaning of the repeated Rubik's cube? Does it even matter what the meaning of this cube is when the level is just the mere collation of a grieving individual's consciousness? It may have been a gift. It may have been a reminder of who once was. Regardless, I find "In Retrospect" beautiful for how it chooses to explore the mysterious vagueness there is to human memories.
While in "02 Downward Spiral", the person is initially unwilling to move on from their loved one's death, with "In Retrospect", it seems as if the person has come to a significant awakening regarding their loss. The appearance of 'no U-turn' signs within this level suggests that the person has only just begun to acknowledge that there really is no going back. It, alongside the appearance of rapidly progressing clocks in the level's genuinely transcendental second half, is a pretty devastating reminder to the fact that the progression and passage of time is a constant inevitability within this universe. You can't go back and change the past no matter how hard you try. You can only continue to live no matter how difficult or arduous it may initially seem. If episodes 02 and 03 are about an inability to process one's death, episode 04 is about the slow and painful process of realizing that — 'in retrospect' — you must move on.
The second half of "In Retrospect" just has to be one of the best level parts created by BrainETR, and maybe one of my favorite level parts of all time. I don't know how I could possibly capture how amazing it is in words, but it's such an enlightening experience to play through this section for the first time. The way the blurry yet stunning backgrounds constantly flicker and switch as the battery of the camcorder starts to fade away and die is perfection. The blurriness of the backgrounds only serves to hammer in the blurry nature of human memories, after all, human memories are never exactly the clearest or the most reliable. In fact, the more times you revisit or retell a memory, the more times you 'rewrite' a memory, hence any verity that originally existed inside a memory only begins to fade, deteriorate and blur the more times you internally recount it. I think it's the most perfect and powerful depiction of being blasted with the memories of the life you've lived in Geometry Dash. The way each background only lasts for a fleeting window of time before disappearing and moving onto the next is strikingly beautiful in spite of how simple of a concept it is. It's an ethereal segment of level-making that masterfully encapsulates the feeling of watching your entire life flash before your eyes.
"04 In Restrospect" is a simply amazing level. It's an evocative depiction of the volatile nature of human memory and a simply excellent addition to the overarching narrative of "Somewhere Else". That second half was just breathtaking…
This is the longest review I've written yet, and I think "In Retrospect" is absolutely deserving of it. It's such an amazing and stunning masterpiece that might be BrainETR's deepest.
Dazzlingly stylish and excitingly experimental, "Messier 45" is a phenomenal level that's almost as spectacular and sparkling as the cluster of stars from which it derives its name. Blissfully bathed in neon and sublimely showered in starlight, I personally think it might barely be able to claim the title as Jayuff's best level. It's a wonderfully vibrant and varied audiovisual odyssey, dragging you from glowing palm trees, to crashing, colorful waves, to a dual segment vaguely reminiscent of the retro TV aesthetic briefly touched upon in Jayuff's later "Special FX", as well as the sprawling megalopolis (either at day or at night depending on if you're daring enough to attempt one of the level's diabolical coin routes). The diverse and lively manner by which it is structured almost makes "Messier" feel like a sort-of prequel to "Special FX".
"Messier 45" is an exceptionally clean and well-made level that's heavily supplemented by an incredibly groovy song ('Mountain Light' is an amazing song regardless of the fact that it's technically a WIP); I don't know how he does it, but Jayuff's always been able to curate the best songs for his levels. It's really fun to play and the coin routes in "Messier 45" are as devilishly evil and convoluted as they are creative.
Reunomi is without a doubt the #1 creator when it comes to crafting the most detailed, dynamic, and breathtaking urban landscapes within the confines of GD. A stunning, captivating, and enrapturing visual marvel set amongst a dystopian, cyberpunk skyline, "Lumina" is an unconventional auto level that lacks an easily discernible narrative to guide the player's interest, instead acting more like a fascinating art exhibit in a museum that the player can gaze at and interpret.
The level opens with a scene set in present-day Indonesia (2019 if we use the level's release date as an approximation for when it it's meant to be set). However, as the level slowly progresses, the humble metropolis initially depicted only becomes more and more advanced and futuristic as the text 'Limitless' and 'Wake up' briefly appear on screen. So what could this all possibly mean? "Lumina" is a level that is all about surpassing boundaries, 'waking up' the player to the infinite possibilities and potential that we, as a society, hold. It's a level that seems all too fantastical to believe, but its whole message about pushing boundaries wholly fits with the level's own defiance of Geometry Dash's defined limits. Humans constantly make new advancements. Your city 100 years ago is almost entirely different than it is now. The way the world currently is will be a relic of the past in no less than a century. Alternatively, perhaps "Lumina" could be a warning for the dangers of unchecked growth and development? The opening title card explicitly refers to "Lumina" as an art project about [DYSTOPIAN INFRASTRUCTURE]. As the city depicted advances further and further, it only becomes even more unrecognizable to the player, with zero resemblance to its original self. The beautiful expanse that is the natural sky only becomes consumed and obscured by flashy, neon lights and daunting monoliths.
Whether you choose to interpret "Lumina" as a warning or an inspirational message of hope, it's certainly one of the most impressive art levels to ever grace Geometry Dash. Even nearly six years later, it's still as astonishing as it was. It's a level that really feels timeless in its beauty (ironic considering the level is all about change over time).
At its core, "Special Thx" is an incredibly beautiful and earnest tribute level. Even if you're not explicitly present or named within the obscenely large sea of usernames this wondrous level is dedicated to, it's hard to deny the emotional impact that level this genuine and from the heart is able to have. I have to admit this is one of the only GD levels that I would say has emotionally moved me to some extent. It's an extremely heartwarming and sentimental level that doesn't ever get too treacly in spite of the inherent cheesiness that tribute levels often seem to contain. It's a cathartic level that at times has this daunting sense of finality. It almost feels like viewing the credits after attaining a 'True Ending'. It's a grand and passionate farewell to the longest era in GD History and a hopeful glimpse forwards into the next.
In my humble opinion, I think BrainETR just has to be one of the most talented creators still working. Levels like "JAUNT" are a masterclass in gameplay. Levels like "Oahu" or "Storm Searching" are a masterclass in atmosphere. Levels like "HideOut" are a tour de force with regard to song representation (and all aforementioned categories). And levels like "Special Thx" and "Get Your Wish" just give you the feels. It's outstanding just how versatile BrainETR is.
"Special FX" really is a 'special' level. It's a level that isn't too dissimilar from Jayuff's earlier level, "Mashup", which also acts as a varied, vibrant collage of multiple different ideas and designs. Although, unlike in "Mashup" where every 'break' between each section was clearly dictated and defined by its song, "Special FX" takes a much smoother approach to switching things up. As is made evident by its description ('some random stuff i made'), "Special FX" is a pretty experimental level; it's just Jayuff trying out new things and seeing what sticks. And it works so well!
There's so much life and color to be found within "Special FX". Each part is extremely dynamic and different from the preceding one. The designs and 'effects' (for which the level likely gets its namesake) are all incredibly clean and work exceptionally well together, whether it be the neon palm trees at the beginning, the 4:3 retro-TV styled squiggly mini-cube, the 'glitchy' brick wave segment, the three 'lazers' which flicker on screen in sync with the song as the level progresses, or the dazzlingly glowy and radiant wave section later on in the level that is punctuated by its simple, plain white block design and stars, "Special FX" is an excellent example of exactly how to make a 'collage' level. It might not be the most cohesive level when you look at the individual parts side-by-side, but they all come together to create a fantastic (as well as irresistibly fun) final product.
Not to mention, but the song representation of "Special FX" is phenomenally good. There's so many little pulses, flickers and movements within "Special FX" that make it feel all the more lively and charming. Jayuff always knows how to pick a great song, and '1991 Reebok Pumps (Demo)' isn't an exception to his long list of appropriately sublime song choices for his levels. It's an undeniably peppy and upbeat song (featuring brief samples from other similarly happy songs like 'Renai Circulation'), and as such, I think the colorful, vibrant, spontaneous nature of "Special FX" perfectly encapsulates the song's spirit.
"Geometrical Dominator" is a level that could not have been a better introduction to the 2.0 update. It's a level which bursts with personality and charm and I personally thank it for being a key inspiration for "Vanilla", which rightfully secures its place as one of my favorite levels of all time. It's a level that introduces so many key mechanics added to 2.0 but never feels like it's excessively dumping all of 2.0's new features onto the player despite how much it manages to showcase and cram within such a short amount of a time. Within the first few seconds of the level, RobTop already displays a considerable proportion of the countless possibilities that update 2.0 paved the way for. There's more than 4 color channels, proper in-game text that you can edit, moving objects, novel block design, new cartoony clouds, moving monsters as well as rainbow galore, and that's all within the level's first 10 seconds. "Geometrical Dominator" acts as an incredibly creative, genuinely awesome and dynamic way for RobTop to showcase 2.0's full potential.
There's no other main level that's able to keep up with "Geometrical Dominator" in terms of color and whimsy; of all the main levels, "Geometrical Dominator" is certainly the one that's least afraid of experimenting. There's so many different and varied environments and features that it attempts to portray. It starts off with a monotonous grassland landscape but then suddenly pops with color as you transform into a robot. There's a section in which you navigate through a dark castle before you then find yourself leaping amongst rainbows and clouds. There's the infamous dark memory section that I personally really enjoy in spite of its pretty notorious reputation. The level finally ends with you exiting through this mechanical, factory-like, yet still vibrant setting, which provides a stark and drastic contrast to the grassy, verdant beginning that you're introduced to. "Geometrical Dominator" is a level that takes you on a journey that truly opens your eyes to how much you can accomplish within GD. Sure, you could argue that it's not extremely cohesive, and it might not be, but that's really the whole point of "Geometrical Dominator". It's an exceptional level that really works to show off how much could be accomplished with 2.0 (even if most player-made levels at the time couldn't successfully capture the unharnessed potential the updated editor now had).
In my opinion, "Geometrical Dominator" is probably one of, if not the best main level in Geometry Dash. It's a fantastic and creative main level that truly shows off the editor's potential. It's extremely fun and I appreciate how experimental it is in its approach to introducing new 2.0 mechanics; it's a level that's the equivalent of throwing stuff at the wall, but somehow it comes together to form an excellent and well-refined final product.
(Also it led to the creation of "Vanilla" so I obviously hold it in high esteem).
This level is too funny to give less than a 10/10 to. I'm sorry, but levels like these are why Geometry Dash was made in the first place.
When was the last moment that sparked your interest for astronomy?
I doubt there's another level in recent memory — aside from "Experiment" and "HideOut" perhaps — that I've replayed so many times. A technical, visual, and artistic marvel, "Aperture" is a monumental masterpiece that truly surpasses and breaks through the boundaries for what should be possible within the confines of Geometry Dash. There has been a lot of pushback recently against levels which focus primarily on serving up a visual spectacle, and while "Aperture" rightfully seals its role as one of the most stunning and jaw-dropping levels that update 2.2 has bestowed upon the community, "Aperture" is a level that is able to masterfully blend both its spectacle and artistic merit to create what could only really be termed as an exceptionally dazzling and sensational achievement.
There's a wonderful narrative that is subtly told and sprinkled throughout "Aperture". All of the incredible effects and details within it don't just add up to make a beautiful albeit hollow canvas. It's a profound yet passionate level concerning a girl's own passion towards astronomy. Her fervent dedication to chase and capture the stars through the lens of her own tiny Polaroid drives her to pursue her passion, only for her to be faced with failure as she begins to slip behind academically. Even in spite of this, she doesn't surrender and instead returns back to the pivotal memory of a night that changed her life and perspective on the world forever. The reason why she chose to pursue her dream in the first place. "Aperture" is a beautifully escapist level, in my opinion. Escaping from the troubles and burdens of everyday life through one's interests is something I believe everyone out there can relate to, whether it be through astrophotography, video games, literature or music. "Aperture" is a level about finding a vessel in which you feel comfortable enough to abscond from the harsh reality surrounding you, whether that harsh reality mainfests as disappointing grades or any other entity not of interest.
For a level so diverse in its environments, going from scientific diagrams, to film reels, to bedrooms, and ultimately to the stars, "Aperture" manages to come together to form an amazingly cohesive whole. It's not a level in which flashy, fantastic visuals are just tacked onto one another for the sake of it (which I think a decent number of levels might be guilty of). Not only is everything within "Aperture" spectacular, but everything within it is incredibly suitable for both its theming and concepts. I was genuinely blown away when I first played through the film reel part for the first time. It's such an amazing and stupendous section, not only because it looks phenomenal, but also because it's so aptly appropriate for what "Aperture" attempts to capture (see what I did there?). The level's description is merely a date, almost as if the level is trying to capture a moment in the past, a memory you could say. What is one medium by which moments and memories can be preserved and maintained (theoretically) forever (theoretically)? That's right. Film. "Aperture" is a level about a woman remembering the moment that sparked her interest for the cosmos. What would be a more apt manner to convey this marriage of time and memory other than a flickering and aged film reel?
Gameplay-wise, I think "Aperture" is actually incredible. It does take a while to get used to its 3D gameplay, but "Aperture" executes the whole concept of '3D Geometry Dash' better than any level before it has. It's definitely hard to introduce 3D in the middle of a mostly 'traditional' level, especially for a game that wasn't specifically tailored or created to support it. However, I think "Aperture" excels at pulling it off, much more than it has any right to. The final wave is definitely daunting to play the first time you reach it (it's definitely trippy for a level to switch dimensions as smoothly as this level does). But once you learn how to master its 'gimmick' (I hate calling this a 'gimmick'), it is so satisfying to play it and finally be rewarded with watching your waves spiral frenetically further into the sky and beyond.
"Aperture" is a tour de force of a level, the kind of level which once it comes out, it elevates your expectations for every level following it until the next 'big level' to shake boundaries drops. It has the visual spectacle, a meaningful narrative melded into it (which is vague enough that I believe you can have more than one interpretation), perfect theming, interesting and innovative mechanics, a fantastic song (as well as song rep) and is also a mind-blowing showcase for how far the editor can really be pushed. I think the GD editor is an art medium of near-infinite potential, and even with the release of "Aperture", there's still so much more out there that can be explored. This is the kind of level we need more of, a perfect blend of both spectacle and substance.
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sorry about this gang