What I have to say about the complaints about low enemy variety in prelude levels is that we aren't really introduced to that many enemies in it in the first place. And if they made it more difficult a new player would find it way too hard considering the very limited arsenal of a shotgun and revolver
do you include the new weapon in your ranking? because if so then that makes sense. But just looking at it as a level its relatively simple. It plays very similarly to the prelude levels. Obviously the enemies make it feel unique but level design its quite basic. The upside down part near the end is kinda cool but it doesnt last long enough to really do anything crazy. Its good but those are some reasons for it not being top teir
I think most of the rankings are good aside from a couple 1: 4-3 is absolutely not the worst level in the game, I personally think the darkness gimmick is interesting though I do understand disliking it. The main reason I think it deserves to be in the top half of the list is because like 7-3, there are ways you can adjust difficulty. Namely you can skip picking up the torch and trigger all of the torches at once in the arena at the middle which gives the player a lot of agency in how they finish the level. Also, I think the last arena is a really cool set piece. 2: 7-2 is personally my favorite level in the game. The lack of enemy variety could definitely be an issue, but I personally find guttermen and guttertanks to be really fun to fight so it doesn't bother me much, and the tram is fast enough that I don't feel like it kills the pace. I think the reason I like it so much is how it gives you time to take in the atmosphere of the level, which I find to be really cool. 3: I wouldn't rank P-2 so high since even though it's brutally difficult by design, that doesn't make it fun to play. Most of the rooms are fine aside from the flayer room and the blood tunnel. I hate the flayer room since it's so much harder than anything else so when I p-ranked it I lost like 90% of my runs to it so it just got really repetitive. The blood tunnel is annoying because it basically forces you to slow down unless you want to get bounced around to your death. The last arena and the bosses are peak though. The list is good I just wanted to talk about ULTRAKILL levels
Great video dude! A few criticisms though, the text felt a little bit too quick sometimes. I feel like if you recorded yourself speaking over the lines that might have helped with the pacing a bit. Also: the final ending sentence went by way too quickly. Lastly, during the V2 reprise fight, the text went offscreen and was a little difficult to read. In terms of the rankings and my personal opinion: I don’t agree that Cry for the Weeper is better than Wait of the World, it’s still great though.
Good video but could you please make the text speed a little more consistent? It’s jarring going from disappearing slowly to quickly not to mention how hard it is to read that fast (also I just noticed that you aren’t using any alts)
bro called the level that includes Mandalore gaming, something wicked Easter egg and one of only two levels with soap lame, video disliked, unsubscribed, channel reported (joke)
@@billyhitchcock8890 So then it would be redundant to talk about them,since most of them fit the levels they’re in? And I get that you would talk about specifically WHY it fits the level, but then it would still basically just be variations of “this song is good because it fits the level.”
honestly Greed is so cool but i always feel discouraged to replay it purely because of just how fucking awfully paced it is and poorly balanced. the pacing of this level is terrible even when you know the map layout. Ultrakill is at it's best when you know, you actually get to play the game you expect when you boot it up. when 7-1 meant to be a maze has better pacing it's fairly obvious that something just sucks with this level. the music is rather intrusive even if it's theming is appropriate. the main melody should be quieter. i'd rather actually play 4-S despite it being literally designed to be rage inducing. out of all levels 4-3 is one of the biggest offenders when it comes to the concept of spacing out encounters. except 7-1, while being intentionally confusing, lets you admire the incredible environment and how pretty it is. most of the encounters are actually real fights and not fodder enemies. or 1-4 which is just, relaxing. while the 4 torch room clearly wasn't intended at all to be done by doing 4 encounters at once so they slapped on a secret dual wield as a quick fix. and the last disco ball room is just awful to play especially if you don't know Virtue instakills when they were just introduced and you have to go from corner to corner at mach 10 to eliminate them. mind you that this level is right before the Whiplash which would have been a great way to teach the player to use it by putting them into a situation like this. instead it's an insufferable encounter with environmental hazards so you have to move fast but not too fast in order to not screw yourself over. no idea how i even first tried it. a room like this should have actually been repurposed for somewhere in wrath since it actively introduces you to hookpoints and stuff. so it would check your ability to use it in immediate danger. this level sucks. 6:34 my braincells would beg to differ as i accidentally did most of the encounters without a checkpoint the encounters in ship of fools probably get easier near the end to make the player feel comfortable with the shotgun. though, that one room with the Soldiers is a bit contradictory when they are immune to explosives. i personally disliked Gabriel 2 since it's just, Gabriel 2. it felt way too similiar to the first one and the "unavoidable" attack is avodied by a strategy you already use to beat previous fight, sliding in 1 direction. also Parries are just not quite as satisfying.
i really hate how you guys have a stockholme syndome relationship with P-2 and pretend that it was good just because it was hard- no, it wasn't good because it was hard, it was hard because there was enemy spam on top of unfair idoled enemies that were already a problem for players, creating a chaotic scene that splits your attention span eight ways to sunday. and sisyphus stopped being a problem when he was PATCHED, making him feel less like a boss in his own boss level while already suffering the problem of it being a glorified cybergrind. just be honest for once, sisyphus isn't hard, it's just a freudian slip you all use to admit that P-2 is a terribly designed level yet still say it's "fun" because you don't want to be socially ostracized by estradiol-gulping sweats.
@@proguyisaprorlly4949 dude i love being spammed with 5+ tanky enemies in one room because hakita doesn't play his own game on violent difficulty or balance anything for the player's convenience and having any sense of skill stop mattering because there's just too much junk to focus on at one time and P-ranking it is a 30-sided coinflip. great "challenge" which was totally not put in there to pad out additional development time to create one weapon and 30 dozen terrible cybergrind patterns
@@proguyisaprorlly4949 yes the weapon that was completely useless through the rest of the game and is gone the minute you parry an enemy (which i'll be doing a lot of) yes i'll definitely use that