The long awaited csh album. Ever since the first single, "Gethsemane" was dropped in early march, I could not wait until its release in early may. They did not disappoint. They released one of their best albums of all time.
The album is a rock opera, each song has its own story, which fits into the narrative that encompasses the entire tracklist. Biblical themes, allegories appear often, while queer topics appear just as often. Many different characters appear, who all go to an university called Parnassus, hence the name "The Scholars". My favorite's are Perimones, Rosa and the Accuser.
Awesome intro, perfect for the opening track. I like Beolco, goat anthros are always cool. It was cool to learn what CCF means. It is nowhere near my top tracks form here, but that doesn't mean it isn't honorably good.
Their favorite <3. The song's protagonist, Deveraux struggles to exist as a gay man while living in a conservative family. I can find him relatable. "they're turning animals to men" is one my favorite lines, for it encaptures the murder of free and imaginitive human spirit by capitalist society so beautifully. Also it can be interpreted as a play on sentences commonly used in right-wing propaganda against furries and trans people, where they talk about how leftist will turn your children into a homosexual or etc.
Malory is a nice transgender allegory. The song is about him coming home expecting not to be loved and accepted by his mom, but he experiences a happy disappointment. "Am I dead? No you're my son." Just like Elon Musk did, many unaccepting parents see their trans kids as dead. Malory too I can find relatable, because I too am trans.
Upbeat song about the fictional band's experiences touring the world. This would be to place to bring up Artemis. He's the pink fox you can see on many of the official art. I don't know enough about the lore to say more here, but the upbeat and happiness of this song nicely contrast the upcoming track, "Reality".
Perimones' song. He does something bad, and gets cancelled for it. He calls Beolco, for nobody is willing to listen anymore. In the past, I have been both in a position that's similar to both of theirs. The helplessness Perimones exprsses is beautiful. I can find his dialogue relatable, but only after heavily misenterpreting it. "What was the point of these hands, if they could give nothing but pain?" is a cool line regardless.
The garden where they arrested Jesus. The song is very long, and I'm not even exactly sure what it means. The song has multiple parts, which we transition through. Rosa and her "lizard-brain" both appear. ROSA!!! Mouse anthros are also very cool, which kinda serves as a bias. She can heal others by absorbing their pain, but she also absorbs their nightmares. I love this song as much as I love all the other long, multi-part songs CSH wrote. Even though it's hard to make sense of it, the entire 11 minutes are still a journey. Tabernacle.
Fucking awesome. The song is about Chanticleer's supposed death, and Artemis grieving him,
and it is told beautifully.
Starts slow, but grows louder just like the fox' emotions do. Amazing solo. Goldmine of awesome lines.
"And I play back the tapes as often as I can, but we weren't meant to have memories this long."
(As the tapes "degrade into snowflakes" due to him playing them back over and over)
"You said you'd take me away on a starhsip, but baby why'd you have to wait so long?"
THE EARTH FELL OUT FROM UNDER ME
My favorite song from CSH. I firmly believe the average song length of othet bands should be over 8 minutes aswell. The song is from Hyacinth, the dean's perspecitve, as he slowly accepts his impending death, because Clown College raided Parnassus and poisoned him. We follow him along multiple thought processes, as we transition through the parts of the song. The mood swings everywhere. I could talk endlessly about how much I love this.
The track is also among the favs, it is about the characters discovering theat Chanticleer is actually alive, and celebrating. I also love little voice recordings slippeed onto the end. Someone on reddit said this sounds like beating minecraft for the first time. I get where he's coming from. If you are listening to the album in order from the beginning, then this track offers a satisfactory, happy ending. Like everythig will be okay in the end. They will be.
I have been playing this game since 2016, meaning even after almost a decade, I still don't get bored. This fact alone shows how amazing the game is.
I don't have to tell you how significant Minecraft is, if you're here and you haven't heard about it yet, then you are lying. A shrine is not enough to give it the tribute it deserves.
What you do in Minecraft is entirely up to you. It is diverse. Survival mode is just one of the many different areas you can discover. The list doesn't end at pvp, building, redstone, parkour. It never ends.
buildingMy favorite. I decicated a whole subpage to it. I love experimenting with the new blocks that are constantly being added. With WorldEdit, my imagination truly is the only limit. Designing in creative and placing each block by hand in survival are different, but both amazing experiences. The limitations force you to get creative(not the gamemode), you need to find the block with right shape and color. Which is why vertical slabs should never be added. Bdubs, and lots of other hermits are very inspiring to me.
redstoneI'm only partially invested in redstone. I don't know any of the more complicated stuff. I only like designing doors and elevators for my builds.
Redstone is like electrical wires in real life. They can do nothing more than be powered or not be powered. But when combined together, things like computers come into exisctence. "mattbattwings" is the legend of redstone computers.
survivalMining that first tree, exploring that first cave, digging that hole to trap cattle, planting that first seed, building that first house is always refreshing. Even tough this starting phase doesnt last long compared to the time you will spend on mega projects after you obtain the Elytra and shulker boxes. Philza and Hermitcraft both show that people don't need creative mode to build things made up of tens of thousands of blocks. Their dedication is enough. I can never stay with one world for too long, on Uncheated SMP S2 was most time I gave to survival builds. I built the tree with iron tools, and the bridge ruins before going to the end.
I see so many people playing the game in a way that just disgusts me. Building the 23rd farm from a tutorial to get a lot of items only to use them to build other farms(and they don't understand how they work), never actually building anything beautiful. Just villager slave chambers, going completely against the will of the devs who want you to be kind to the world around you. I like how they made slimeballs more easily obtainable, I hope they will continue make the player less froced to build factories violating human rights. Altough it will forever remain unavoidable for projects at the scale they have on Hermitcraft.
command blocksIt is an outdated topic in the age of datapacks, but I used to spend so much time making adventure maps, never finishing a single one. I need to rewatch Csabusa's videos someday.
modsYou should definetly try mods if you haven't done so yet. They enhance the experience greatly. They are the main reason for the game reamianing entertaining even after this long, for they give a fresh experience of learning how things work. I recommend: Create, Biomes O' Plenty, Alex's mobs, Ice & Fire Dragons
nostalgiaI grew up on this game. Hungarian youtubers(DoggyAndi, ZsDav, IceBlueBird, JamesMC) and their old videos will always have a special place in my heart. I want to load up 1.8 someday and try to relive my first time playing.
dsmpThe Dream SMP is the best (and worst) thing to have happened on the internet. You had to be there. If you were, you know exactly what I am talking about. We got the most thrilling twist and heartbreaking plotlines in the most random format. Minecraft Improvised Roleplay. All the fanart, all the fanfiction helped make the silly gameplay become something worth missing other events for. (I was watching L'manberg blow up on 2021/01/06.)
The creators only laid the foundation of what the fandom built on. Passerine was the main inspiration behind Blackbird. Moranth was inspired by c!Technoblade. Snowchester inspired Tahora, L'manberg inspired the political lore in an abandoned project. The unique character design headcanons that were born also inspired me, but I haven't even started that project yet.
Technoblade never dies.
The first part of the series is already a classic. I always find it wonderful, how amazing games (Half-Life) Valve was able to makeback then, despite the hardware limitations. Even tough 2011 wasn't that long ago, and Direct3D 9 isn't caveman technology, I can feel the same about Portal 2 a tiny bit. The game ran flawlessly even on a prehistoric PC like mine. It's rare too see modern games, (especially those developed in UE5) that don't run terribly in exchange for their high-tech hardware accelerated rendering. But most likely, after some time passes, it will be UE5 games who will be mourned through nostalgia.
The sequel offers great puzzles, that were all fun to solve. Many new elements appear, which all combine together to force you to think hard, and arrive at the euphoric and satisfactory solution. Realizing that you have to transport the gel bubbles using the excursion funnel was truly a unique experience.
It was also cool to learn more about the lore, by exploring deepest depths of apeture science.
My favorite thing of all about this game is the dialouge. Much like freeman, Chell also stays silent. And the characters never address her by her name, just "you". This improves the immersion, as it feels like the npcs are talking directly to you. I found what they are saying funny and entertaining. GlaDOS roasting you will never get old. Her autotuned voice is iconic and wonderful. Wheatley is British. Cave Johnson shares a VA with Omni-Man from Invincble, and he did an amazing perfromance as both roles.
I sadly couldn't yet, but I am planning to 100% both games when I can.
You should definetly play them.
[2025/07/03]My favorite videogame of all time.
I heard about ULTRAKILL first when I was talking about videogame OSTs with a friend. He recommended me this game's soundtrack, and I immediately fell in love. After I perfected the demo, ULTRAKILL became the first thing I used my credit card for, since I became old enough to have one near this time too. At first it was just this cool shooter with cool robots and a biblical plotline. I had no idea, how much more it would become. Pretty soon, the beautiful nihilstic journey through Dante's Inferno unfolded before me.
I love this game enough to write an essay about each level. At the time of writing, I just P-ranked P-1, and I am continuing on to P-rank all the other sanctums, after P-ranking the main campaign on brutal difficulty.
The prelude is unique to me, because I spent so much time in demo, waiting to be able to play the full game. It used to be the ugliest layer, but the visual revamp improved its look a lot. The soundtrack is cool, but it gets overshadowed by how much better it gets later on. I know an amen break when I hear one.
MANKIND IS DEAD.
BLOOD IS FUEL.
HELL IS FULL.
This intro will never get old. The level nicely introduces the player to the most basic mechanics, and despite having only two(plus the boss) enemies, each room feels unique.
Filth are nothing on standard difficulty, but on brutal, they become a much bigger threat. They can still be just chainsawed through, if you pay attention to hard damage. Their design is just as simple as the enemy is, a legs and a mouth, so it fits.
Strays are the other enemy to appear on this level, to introduce the player to projectiles. They quickly become just a weak turret, although the speed of their bullets is insane on brutal, making it harder to parry, making them stronger.
Malicous Face, or as we like to call him: Maurice, is the first boss the player encounters. They are scary at first, especially their yellow attack. But they can actually be one-shotted. I discovered it by myself. Part of what makes this game good is how you make your own strategies. If you look back the old ULTRAKILL devlogs, then you can see how much the design has affected them. They remain a floating orb that shoots projectiles at you, but the design makes it feel like more.
The first weapon is found on this level, the Revolver. Your only reason to use it is because you haven't got the alternate Revolver yet.
The Piercer(blue)'s is how a basic weapon should be, weak but relatively fast damage, and a stronger but much slower alt-fire.
The Marksman(green) is the most unique and iconic weapon in ULTRAKILL. By itself it can't do much other than sniping enemies that move around a lot or are hiding somewhere. But it can be combined with other weapons to pull of complex techniques. Said manuevers are too hard for me to pull off tough.
The Sharpshooter(red) is one of my favorites. If lined up correctly, it can deal insane damage, enough to one shot some big enemies. I'm not exactly sure how it works, and why shooting it at an enemy that is shooting at you makes a huge explosion like that, but it seems to do more than just launch bullets that ricochet.
The level is short if you go linearly, but there are many secret side ares, like the entrance to 0-S, and a secret bossfight.
This is the level where Swordsmachine appears. I can't put into words, how cool it is to see another entity going through the level parallel to you. I love their design a lot. It's asymmetrical, because they built themselves from scraps. They are easy to kill, since all their attack are parryable, and they can't move vertically. But it's still fun to fight them. One of my favorite enemies.
The first room got a lot prettier with the visual revamp. The update generally made all the levels on this layer look better by adding new lighting, it's most noticable here. Also they made it more circular, which looks good, even though Hakita had stated how time consuming it is to build round walls. They may have found a better to do it, since they appear more often since the revamp.
The new enemy on this level is the Schism. Its the only song I actually listen to from TOOL, but it's still nice to see the reference. I like their malformed design, but I play with PSX graphics so i cant really see all the details. They really aren't more than stronger Strays.
The Shotgun is the second weapon to be found. Being able to parry your own bullets and make them explosive was an accidental mechanic, but it's what makes ULTRAKILL's shotgun so amazing. It makes it useful both for close range, and encounters where enemies are grouped close together.
The Core Eject(blue) does what it's named after, and is great when you need a quick boom. You can also do tech with it: If you shoot the ejected core with the Malicous, then the explosions combine and make an even bigger one, which essential for the Flesh Prison bossfight.
The Pump Charge(green) also appears in my hand often. It can deliver an instant, high damage shot, but the explosion also damages you. I think you're meant to decide how much of your health you are willing to sacrifice for higher damage, but I just pump it to max everytime, since the blood of the enemies I kill with it will heal me back.
I definetly agree with the people who say that the Sawed-On(red) is overpowered. It can instantly kill close range enemies, like Filth. Easy way to heal quickly, but if you use it too much then hard damage will build up, and do the opposite. The hard damage buildup helps balance it a little. I still love this weapon, launching the chainsaw at the enemy and parrying it back as many times as i can is my number one method of quickly dealing large damage. I love Chainsaw-man, so I naturally find it cool to chainsaw through hellspawn.
The best level on this layer. I love the linearity of layout of the rooms, it feels so good to slide through it for the challenge. The cooling chambers are a nice addition, they remind us about the lore, that we are approaching the core of earth, on a path dug out by humans(perhaps).
Boss level. The intro builds up tension before entering the arena.
Cerberus is the same as Maurice. They are tough the first time, but when you come back after fighting them as regular enemies, they are nothing. It is worth crediting though, that the small size of the arena makes them harder to defeat, than when you would see them in an open area. I don't really like their design, but I guess they were never meant to be more than just boring old stone statues. All the update did was give them abs.
Absolute horror. This secret level is genuinely terrifying. After wandering through the maze, fearing the sound of Something Wicked, I managed to complete it. I never wanted to do it again, not because it sucked, but because I'm scared.
I was surprised, when the doors opened before me, and I saw a meadow and a bright sky. This kind of hell portrayal was new to me at the time. Now I belive this to be superior over the boring flames and brimstone, for there so many things more painful than fire. I think this is where the revamp did best job, it is much more clearer, what is supposed to go on here. I couldn't recognize the walls as screens simulating the place sinners could be, but aren't, and so tortuting them. But now I can.
I talked about the surprise behind the level door in an earlier paragraph. The level nicely loops around, forcing the player to let the athmosphere in.
I don't hate an enemy more than the Drones. They are small, and move around unexpectedly, making them really hard to hit. They also launch at you and explode, complicating healing from them. But perhaps they were meant to be annoying. Also, the enemy roster definetly needs support units like them, instead of just the 100th iteration of the new highest priority target.
The third weapon is the Nailgun. It is the weapon with the most consistent dps, and is great against bosses, or other enemies with large health. The game improvises you to use it against them, since it is placed before a Maurice.
The Attractor(blue) can be effective if used correctly, but it's only useful really after obtaining the alternate Nailgun.
The Overheat(green) is the variant that is the best and raising the dps. The best at the purpose of the Nailgun.
The Jumpstart(red) is also good, perhaps even better at the thing the Overheat is supposed to be best at, but it's a bit harder to pull of that extra damage at the end. It can also speed up trains, which is just a fun feature that makes it less forgettable.
Much like 0-2, this level also feels alive. Like you're not the only entity active. This communicates when you return to the first room to find it in flames that you didn't start.
I don't really like the first main room that much, since the enemies are in unreachable positions, and shooting them down from afar is difficult for someone with an aim like mine.
Streetcleaners are the first complexly designed enemy, both visually and mechanically. Unlike any enemy before, they don't just stand there and take your bullets, they dodge them. Their attacks are unparriable. They force you to come up with a different strategy, since explosions and parrying don't work against them, contrary to the other enemies up to this point. Wonderfully great enemy design is also something this game has, and this the first time it is shown off.
I also like their visual design. You can see that they are cleaners, but they also look like cool flamethrower-wielding robo-soliders. Machines all look cool in this game, except for the drone.
I don't have good relationship with this level, for it was the one I struggled most to P-rank. The level is much longer than any before, it works as a test of your strength before the bossfight. If you want to P-rank, then you need to go through both routes. I like to start with red, since it's harder in my opinion. I keep falling into lava in any level that has lava.
The Hideous Mass is the first challenging boss. Their attacks are big and strong, but luckily they can't move. You can also obliterate it with the soap. The fact that they only appear again in some of the hardest levels speaks for their strength. I find them ugly, but they should be since they're an abomination of hell mass overflow.
The piano piece, "Clair de Lune" has a special place in my heart because of Danganronpa V3. Time progresses with each level, and we finally reach nighttime, which is beautiful. After placing the first skull in its place, a red surprise slides through the hall. It has the same effect Swordsmachine has in 0-2.
V2. I fucking love her. She's like V1's evil twin. Sandwich's vocaloid cover portrays perfectly how I like to think about them: Two completely identical machines, only different in name and color. They hate each other deeply, and desperately believe that they are better than the other, because they were both programmed to have a god complex, because they are the same .
The generally accepted interpretation is that you are fighting a "better" version of yourself.
My personal theory is: V1 has wings, it resembles an angel. He was made by God. God regrets making him, so He creates V2 to stop V1. I'd probably get made fun of on the lore discussion channel on discord, like I got the first and last time I tried to share my theories.
But I'd be happy if she was just a bot who enjoyed dueling with you.
Her theme fucking slaps. Easily among my favorites. Probably the most iconic riff.
The alternate Revolver can be unlocked here. The fire rate decrease is worth the damage increase. Only the Marksman's normal version stays useful.
After the beating V2, you get his arm, the Knuckleblaster. I personally only use it to break Guttermen's shield, but it can be used for more with a different playstyle.
I love The Witness and it was great to see that Hakita loves it aswell. Just a fun surprise, one of my favorite games appearing in my other favorite game.
The journey through inferno nicely continues with yet another place without flames. After this point I did realize how much better this type of portrayal is. I like the colors, i like how purple everything is. Perhaps the bisexual lighting was intentional, we are on Lust afterall.
The update improved the layout of this level very well, the cranes were an amazing addition. Much like on layer 4, you can also see the city below, where the next level will be. The final boss is also foreshadowed at the end. This makes the levels feel connected, and worthy of the praise their designs get.
The storytelling starts to show in this level. You navigate through the electrical systems Minos used to power the city he protected from the winds, because he felt that they didn't deserve this punishment.
The challenge for this level is to speedrun it, which was fun to do. The doors on this level open after destroying the power-thingies, you can skip killing the enemies, if you can dodge all their attacks.
The new enemy here is the Soldier. They are augmented versions of the Strays, by machine parts. It's cool how the inhabitants of hell adapted to mechanical intruders. From my experience, they just feel like bigger drones.
There's a weapon to be found on this level, the Railcannon. It's a nice tool for oneshotting enemies. It's a large chunk of damage you carry in your pocket. Its bullets also have no travel time.
The Electric(blue) can pierce through enemies. It can oneshot Virtues. It can also be used for one of the most effective technique in ULTRAKILL, railcoining. If you shoot the enemy and the coins at the same time(by piercing through) then you can deal insane damage, although it is really hard to pull off.
The Screwdriver(green) is my most used weapon. It can help a lot with healing, and keeping mindflayers from teleporting. It's also fun to let it slowly kill a big enemy while you're busy dealing with another one.
The Malicous(red) is great for instant explosions. I only use it for ultraboosting though.
The best soundtrack after Versus in this act.
The level nicely wraps around. The heart shaped pool is cute. The arena past the blue skull will forever remain one the most unique rooms. This is also the first level to have a significant amount of water, which makes the challenge fun.
The Mindflayer is my favortie enemy in the whole game. Their lore says that most of their body is not needed for their functionality, they just want to look hot. They self destruct to protect that plastic. They have some personality. I also like their color. And yes, trans-women can infact shoot homing bullets.
They are the first big enemies. They have multiple attacks, and move uniquely, for they can teleport. They remain a threat even in the hardest level released at the time of writing.
In this level, we fight the reanimated corpse of Minos. The fact that the one we see is not even his strongest form helps foreshadow P-1. The first giant boss. Accidentally discovering that your tiny robot fist can parry his was a funny surprise, but it's actually the best way to get his health down. Much like 1-4, this level wouldn't be the same without the intro that helps aniticipate the layer finale.
My favorite secret level. I like how it starts out making you think something dreadful is going on, but then you instantly get hit with V1 in a schoolgirl uniform. After stereotypically cliche visual novel dialouge, they start debating nihilism. I like this touch of dark humor.
I like this kind of 2 level, one long and hard, one Gabriel fight ending the acts have. This layer also looks a lot better since the revamp.
The level immediately opens how the first ended. But this, time you are much stronger, and a Maurice means nothing to you anymore. The same thing happens in the room with three Cerberi. The bone staircase room had the biggest glowup since the revamp.
This level is a final test of strength before Gabriel.
We meet Gabriel at last. He is voiced by the one and only Gianni. He delivers his beautifully written lines perfectly.
He's kinda the only character that actively speaks and takes part in the story. He actually goes trough character development. He starts off nice, gently warning the player, trying to avoid fighting. To him, this is just his job. He's the rightous hand of the father, who ensures the order. V1 is nothing to him but an object. He doesn't believe an object could defeat an angel like him. But that is what happens, and it changes him forever. It feels immersive, to have this impact on him.
I don't like deserts, and this layer is no exception. The visual progression is nice, since the pyramid gets closer and closer as time passes, until we enter it finally.
The music's intro fits very well with layer reveal as the door opens.
Virtues are the second more complex enemy. Their design really builds on the idea of priority. If you don't kill them fast, they will get enraged, and they smite you even faster, from any distance. Visually, it's nice too see them be biblically accurate.
The difficulty has a sudden increase here. The level has two arena's full of enemies and a boss. Also, the sand mechanic is introduced, which the primary reason for this jump. Sand prevents you from healing, forcing you to be more careful. I also love how the Filth at the bginning just walk into the burning hot sand, perfectly showing the player what it does.
Stalkers show best how great the enemy design this. Instead of being 5672nd enemy that shoots at you, they help those that already do. They play a supportive role instead of an offensive one, making them unique. It makes the enemies work together strategically.
The Sisyphean Insurrectionist is the most forgettable boss I feel. Their lore significance overshadows the fight itself.
We finally enter the pyramid. The darkness helps make the level feel unique. I love the symmetry of the final arena. That room is similar to 1-3, a final test of strength before the second V2 fight.
I was genuinely terrified when Hakita pranks those who are doing the challenge, pretending Something Wicked is gonna come back.
The rematch. V2 gets stronger, she now has more weapons. But you also got stronger, and she dies brutally. I love repeated bossfights.
After completion, you unlock the whiplash. It's a grappling hook, that is essential for manuevering through large rooms fast. Also helps to get back after being blown away by an explosion.
You can find the alternate Nailgun here. It's better when there are multiple enemies instead of just one.
Would be the best secret level, but I will always have 2-S on top. It's goofy when the camera just switches to PS1 platformer from first person.
Another lore heavy layer. We start from the bottom of the sea, come up, get on a ship, get wrecked by the Leviathan, we sink down again, then come back up the kill them. Best visual progression out of all. This is the point where the soundtrack starts to get really good.
A fun level overall. I like the layout of three rooms to go the final hardest one. The glowing underwater caves are pretty.
Before the sentries, nothing new is thrown at you, just all of the enemies you are used to at one place. It checks if you have learned to use your tools yet.
Sentries are cute. I love their animations, as they stand up, bounce to thier spot, root into the ground, and shoot.
They are also sort of support enemies, for they attack from far away while you are busy with other enemies.
I do love the sea theme, but I keep falling into it in this level.
Idols are like sand but much more effective at making an encounter harder. They completely mix up the priority of targets, and disallow the player to just kill the big enemy before it can attack. You are forced to keep dodging, and complete the room without dying. P-2 is the best example of how this can be deadly.
The Ferryman is also a forgettable boss. The fight is fun though, and the soundtrack is underrated.
Awesome music. This level is also one that feels like final test of strength. It's also among those that really feel alive, for the ship sinks while the player is on it.
The Rocket Launcher is the weapon that relies most on skill. It's hard to use, but can achieve things other weapons can't when used successfully. I rarely use it, so I can't say much about it.
Freezeframe(blue) is the fastest way to travel in air. It can also be used to set up traps for enemies before their spawning animation finishes.
S.R.S. Cannon(green)'s alt fire shoots a cannonball that can be self-parried, becoming another high damage card in the pocket.
Firestarter can cover enemies in oil, then set them on fire. Useful for increasing dps.
This fight sucked before the revamp update. Now it's much more fun, the first time a boss limits space to move around in to be stronger. All their different attacks need different responses. The music's also cool here.
My second favorite secret level. It feels like an adventure of its own, to explore the island, looking for bodies of water where fish could be. That windows moviemaker 240p edit congratulating you is the perfect reward.
My favorite layer aesthetically. Blood red darkness. Nice ending to the act.
The best level, second only to 7-1. Much like 0-E, this level is also split up really well, like a song or a movie. The pacing is perfect. In the intro, we already get surprised by the return of my fav, the Swordsmachine. I love the lighting in the next room, where enemies are all around you, hiding behind pillars, or in the darkness after those are destroyed.
The level begins past the red skull. As soon as you drop down, you get hit with THE riff. "Altars of Apostasy" is the track you'd show first to anyone who you are trying to convince to play the game. It sounds so powerful, like demons are singing about the apocalypse V1 will cause.
The final room in the level is like a trial you need to pass to progress. Two Hideous Masses appear, intimidating the player.
The second Gabriel fight. Instead of an angel devoted to God, he is now the biggest hater. And he lives for nothing, but to destroy you. You are fighting against a being existing to kill you. You are against the power of perfect hatred.
His line before the battle is the coolest thing ever.
My favorite level.
There's a beautiful allegory with the colors. Everything is white and pure, until you come and stain it with blood red. The titles of the soundtracks that play here allude to this. The world looks white, but once the player starts fighting, it starts to look red. "The World Looks Red" is up there with "Altars of Apostasy". This vocaloid cover is great.
I hate the Minotaur. He cuts your room to move even shorter than it already was, making the fight not so fun. It's kind of a shame, because everything else is perfect about the level. Other than the fight, the Minotaur plays a role similar to the Swordsmachine in 0-2. Their appearence foreshadows his fight which takes place in the depths below. They are the beast that lies below.
Mannequinns stand out with their visual design. I love how they are an amalgamation of limbs. Their movement is unique and irregular, which is what makes them feel different from the Stray, even though both of them are just low hp enemies that shoot at you.
The intro's theme's title "Do Robots Dream About Eternal Sleep?" asks an important question to the lore I like to think about.
This level has one of the best athmospheres. It feels like you are entering a warzone. Buildings collapse all around you. Hakita knew what he wanted the player to see after the door opens behind the Gutterman introduction. One of the coolest screenshots you can take.
Guttermen are the top of my list. They are intimidating, the highest priority enemies. Their lore and design only makes them better.
Guttertanks don't get my appreciation that much. They are complicated for me. My playstlye relies on parrying, which is not effective against them.
The alternate Shotgun can be unlocked here. I love it. It's damage depends on your momentum, meaning you can use movement to prepare a gigantic blow.
Another beautiful looking level. "Suffering Leaves Suffering Leaves"'s title shows how dark the theme is. They successfully made the trees look uncanny and terrifying.
My favorite thing about this level is the infighting. It makes the enemies feel much more alive, and not like just a few lines of code. It helps with the same feeling I described in 0-2's paragraphs.
This vocaloid cover.
The Earthmover shows why I love thier portrayal of war and manmade horrors. You don't have to read its bio in the terminal to know, how terrifying they are.
I like the level, it's cool to climb up, all the way up to its heart, to destroy it. There's a David vs Goliath motif here, because V1 is an ant compared to the Earthmover.
The joke fits in with the allegory, it's the perfect choice for the type of gameplay. The mansion we are placed inside in is beautiful. It's also funny how the joke rooms would baffle a beginner.
One of the prettiest levels. They nailed the athmosphere the city of Dis is supposed to have. Blood red darkness, like the soundtrack's title says.
The level's soundtrack was made by Keygen Church. His use of organs gives it a holy sound, which fits into the theme of Heresy. I fucking love Sandwich's vocaloid cover. Teto sings as Virgil, honoring the Divine Comedy.
You have no idea, what you are getting yourself into, when you enter that door in 3-1, after P-ranking the first act. The ominous spine staircase leads you to the room of your misery.
Flesh Prison only stopped being menacing after I practiced the fight enough. It launches black holes, homing bullets, and virtue beams. Even if you manage to dodge those, while also doing damage to it, if you didn't kill the eyes quick enough, it will just heal itself back instantly. The Core Eject+Malicous Railcannon combo is essential against it, because you can explode all the eyes at once, and after that, the boss becomes very easy. Just a large, motionless Octahedron that shoots slow, parryable projectiles.
Once you successfully take the prison down, Minos Prime is freed. He's fast and merciless. You have to concentrate on his behaviour, to predict how to dodge his next move. His attacks have a rythm you need to follow.
Minos may be strong and fast, but he's nothing compared to Gabriel on brutal difficulty. I still think that the Flesh Prison is actually more challenging. His design is simple enough to have an amogus effect (you suddenly start see to see it everywhere if you look for it).
Even if you feel like you are prepared for anything after P-1, you will still be surprised. Instead of a bossfight, you need to go trough the hardest rooms ever, before you can even attempt to fight the boss stronger than Minos.
They went insane here. It literally starts with four Cerberi in a room smaller than 0-5's arena, and also there's a Virtue and a Ferryman. Idols keep the enemies you really need dead alive. The Idols are the main reason for the level's difficulty. Some boss enemies make a repeated appearance here and nowhere else, like the Ferryman and the Insurrectionist. I could talk endlessly about how well it combines everything to make the hardest level possible with stuff from acts I and II.
After the fake Flesh Panopticon fight, Sisyphus breaks out. He's tougher than Minos, but bigger and more often parryable. I think he looks ugly.
My favorite level gameplay-wise. You need to go through two long paths for two skulls, before the level even starts. Only after the title drop does the level show its true colors: The heat mechanic. It's like hard damage, but unavoidable.
Radiant enemies appear from all layers released so far. I can't wait too see how new updates will affect the difficulty of the levels they try to make.
After the title drop, a the music gets much more intense. Hakita's composing has improved audibly. He knows exactly what he's doing. Or at least it sounds like he planned it.
Much like the encore level before, this one is also really fun to play. The room where the floor disappears introduces an element of difficulty not even P-2 did before. The final room especially, feels like P-2 but with more checkpoints. Because much like P-2, this level also goes insane with idols.
I headcanon the encores to be the state of the layers after the V1 wrecks them. I love how the screens are glitching out.
"A Part Falling" sounds so happy and silly, even though it plays in the most painful room in the entire game.