This is by far the most emotional layer with great imagery, like Mannequins being sinners who tried to escape labyrinths of violence and ended up looking the way that they look and being unable to willingly control their bodies, or that moment in 7-2 when you open the door after the first Gutterman and dive into ultimate theatre of war, trees in 7-3 are great(yes, this concept/imagery is taken directly from Dante Inferno, but still trees are great). And ofc 7-4 where hell's arranged the Earthmover battle to fulfill V1's original purpose to destroy the magnum opus of machine building. Yes the brain boss fight is pretty easy, but it feels cool af
I think my main issue with yellow hook points is that they have a lot of potential that isn't utilized much past their introduction in 7-2, which makes me hope that we see more of them in fraud or treachery that has them utilized in more unique ways. A few ideas I've gotten for yellow hook points is integrating them into combat arenas/enemy puzzles. One idea I've had is an arena where there could be virtues locked behind gates only openable by a yellow hook point, or maybe an idol ranged enemy (like a sentry or virtue, maybe mindflayer if you want to feel extra evil) where the idol is locked behind a series of yellow hook points in a puzzle. I feel like there's a lot of usages for yellow hook points that are unexplored that I really hope to see get used in later levels, because it's capable of really interesting possibilities in and out of combat.
it would be cool if you could lock off an entire part of an arena so you could temporarily make some of the enemies unable to attack and you could set up a nail/saw/rocket trap this could easily be abused though, maybe the hookpoint would close the door off for a shorter amount of time than usual or there would be a longer path so enemies wouldnt be entirely stopped sorry for any grammar mistakes btw
I have a headcanon (based on basically nothing but I think it makes sense) about why Violence is as disconnected as it is: firstly, I saw a comment on TH-cam at some point before violence came out that inspired this when we had only seen a little of 7-1 saying something along the lines of “it’s genius that violence is so peaceful because what better punishment for violent people than being forced to be peaceful,“ and I think that’s what violence was before the final war. Once the blood fueled war machines were created and reached the violence layer, their war destroyed most of the labyrinth, and allowed the Violence layer to become violent, as can be seen in 7-2, with several parts of the labyrinth half destroyed by the battlefield, and in 7-3 with the labyrinth being bombed in the crossfire while you’re in that tunnel. Finally in 7-4, V1 encounters the Earthmover, known for flattening cities, after leaving from a small piece of the labyrinth. Basically, the labyrinth/garden of forking paths is Violence, and the battlefield is what has become of it due to the final war and the blood fueled machines that have descended this far. War was never intended for violence, but that’s what has become of it
for the layer standard thing you mentioned, another way you can put it is this: Level 1 introduces the layer and theme of the level, along with maybe a few new mechanics and enemies. (4-1 introduces the whole egypt motif, dual wield powerups and virtues) Level 2 basically does the same thing, continue using the theme presented in first level while introducing a new enemy and maybe another mechanic again. This level also may have a miniboss. (4-2 introduces sand, stalkers and the insurr.) Level 3 is a gauntlet featuring the new enemies and mechanics from last levels, while normally putting on some sort of twist to the theme. (1-3 is no longer outside, 4-3 is in the pyramid instead of the desert, 5-3 is in a ship and 7-3 is the sewer slide woods). any level can have a miniboss. Level 4 is main boss Lust does not follow this, and instead has its gauntlet in 2-1, no miniboss, and introduced enemies in 2-2 and 2-3 As for all your takes on violence, i agree with everything but i think the brain fight with benjamin was underwhelming and easy compared to everything else
Tbh. Ive noticed a pattern in every layer released. This is discluding P-#, challenge bosses. Secret bosses. Only included bosses are progression bosses. BESIDES guttertank. Prelude 3 bosses Maurice (0-1) Swordsmachine (0-3) 2 Cerberus (0-4) Layer 1 2 Bosses Hideous Mass (1-3) V2 (1-4) Layer 2 1 Boss King Minos (2-4) Layer 3 1 Boss Gabriel 3-2 Layer 4 2 Bosses Sisyphean Insurrectionist (5-2) V2 Part 2 (5-4) Layer 5 2 Bosses. Ferryman (5-2) Leviathan (5-4) Layer 6 1 Boss Gabriel Part 2 (6-2) Layer 7 3 Bosses MINOTAUR (7-1) Gutterman (7-2) Benjamin (7-4) Where is this pattern? There has been progressively more bosses after the first layer of each act. The 8th layer Fraud (8-1 to 8-4) may most likely have a boss in each level. (Maybe 9-2 something might in the epic climax that ends ultrakill if there are more bosses in each layer preparation for Gabriel during his Godfist Suicide.)
I lowkey think the fact that Violence felt so disconnected, minus the constant looming Earthmovers are a consequence of Ultrakill adapting from Inferno. Other adaptations of the poem such as the Dante’s Inferno game can’t exactly transition easily between the three rings, and the rings themselves are very jarringly distinct from each other. Compare that to the previous six layers, where they only have one singular punishment, the last three layers are subdivided where the layer is more like a catch all category for multiple punishments. I suspect that Fraud will be even worse if they’re gonna have all 10 ditches.
Best layer of the game My criticism After playing for a while: - Minotaur should have been used more - No new weapon / variant on launch. :( - Minotaur first phase sucks, I hate Train segments - Manequims give more reason to use marksman ( marksman already has many uses)
Funny thing, hookpoints in general were also forgotten after 5-1 in Act 2. Like 4-4 introduces them, 5-1 uses them, 5-2 and 5-3 don't use at all, 5-4 uses 2 of them during bossfight, 6-1 has one hookpoint, 6-2 has 2 hookpoints, and P-2 has hookpoints only on its secret path.
"They were generally forgotten" *names 8 different instances of them being used* Although yes I can admit they were a bit underutilized in act II but not forgotten
I think shotgun is more likely of the two. The rocket launcher is very gimmicky already and it would have the shortest time between introduction of the normal variant and its alternative variant next to the revolver (Though revolver can get a pass since its a really simple weapon). I think there's more unique things you can do with changing the shotguns that won't impact things way too much compared to rocket launchers. I just don't really see an alternative version of them working that doesn't completely screw with their main usage as air mobility and crowd control.
The blue hook point had it worse it wrath. It was used sparingly in 5-1 and I don't think it even showed up anywhere else untill heresy and violence.
This is by far the most emotional layer with great imagery, like Mannequins being sinners who tried to escape labyrinths of violence and ended up looking the way that they look and being unable to willingly control their bodies, or that moment in 7-2 when you open the door after the first Gutterman and dive into ultimate theatre of war, trees in 7-3 are great(yes, this concept/imagery is taken directly from Dante Inferno, but still trees are great). And ofc 7-4 where hell's arranged the Earthmover battle to fulfill V1's original purpose to destroy the magnum opus of machine building. Yes the brain boss fight is pretty easy, but it feels cool af
I think my main issue with yellow hook points is that they have a lot of potential that isn't utilized much past their introduction in 7-2, which makes me hope that we see more of them in fraud or treachery that has them utilized in more unique ways.
A few ideas I've gotten for yellow hook points is integrating them into combat arenas/enemy puzzles. One idea I've had is an arena where there could be virtues locked behind gates only openable by a yellow hook point, or maybe an idol ranged enemy (like a sentry or virtue, maybe mindflayer if you want to feel extra evil) where the idol is locked behind a series of yellow hook points in a puzzle.
I feel like there's a lot of usages for yellow hook points that are unexplored that I really hope to see get used in later levels, because it's capable of really interesting possibilities in and out of combat.
it would be cool if you could lock off an entire part of an arena so you could temporarily make some of the enemies unable to attack and you could set up a nail/saw/rocket trap
this could easily be abused though, maybe the hookpoint would close the door off for a shorter amount of time than usual or there would be a longer path so enemies wouldnt be entirely stopped
sorry for any grammar mistakes btw
I have a headcanon (based on basically nothing but I think it makes sense) about why Violence is as disconnected as it is: firstly, I saw a comment on TH-cam at some point before violence came out that inspired this when we had only seen a little of 7-1 saying something along the lines of “it’s genius that violence is so peaceful because what better punishment for violent people than being forced to be peaceful,“ and I think that’s what violence was before the final war. Once the blood fueled war machines were created and reached the violence layer, their war destroyed most of the labyrinth, and allowed the Violence layer to become violent, as can be seen in 7-2, with several parts of the labyrinth half destroyed by the battlefield, and in 7-3 with the labyrinth being bombed in the crossfire while you’re in that tunnel. Finally in 7-4, V1 encounters the Earthmover, known for flattening cities, after leaving from a small piece of the labyrinth. Basically, the labyrinth/garden of forking paths is Violence, and the battlefield is what has become of it due to the final war and the blood fueled machines that have descended this far. War was never intended for violence, but that’s what has become of it
I already heard the EXACT same theory,but i dont know..
Well,about the yellow hookpoint,every hookpoint was forgotten after iits use,blue hookpoints dont appear after 5-1(except violence)
for the layer standard thing you mentioned, another way you can put it is this:
Level 1 introduces the layer and theme of the level, along with maybe a few new mechanics and enemies. (4-1 introduces the whole egypt motif, dual wield powerups and virtues)
Level 2 basically does the same thing, continue using the theme presented in first level while introducing a new enemy and maybe another mechanic again. This level also may have a miniboss. (4-2 introduces sand, stalkers and the insurr.)
Level 3 is a gauntlet featuring the new enemies and mechanics from last levels, while normally putting on some sort of twist to the theme. (1-3 is no longer outside, 4-3 is in the pyramid instead of the desert, 5-3 is in a ship and 7-3 is the sewer slide woods).
any level can have a miniboss.
Level 4 is main boss
Lust does not follow this, and instead has its gauntlet in 2-1, no miniboss, and introduced enemies in 2-2 and 2-3
As for all your takes on violence, i agree with everything but i think the brain fight with benjamin was underwhelming and easy compared to everything else
thx, also yeah i do relise that lust dosent fallow the layer standard
Pleasure doin business
nice banner tho
Tbh. Ive noticed a pattern in every layer released.
This is discluding P-#, challenge bosses. Secret bosses. Only included bosses are progression bosses. BESIDES guttertank.
Prelude
3 bosses
Maurice (0-1)
Swordsmachine (0-3)
2 Cerberus (0-4)
Layer 1
2 Bosses
Hideous Mass (1-3)
V2 (1-4)
Layer 2
1 Boss
King Minos (2-4)
Layer 3
1 Boss
Gabriel 3-2
Layer 4
2 Bosses
Sisyphean Insurrectionist (5-2)
V2 Part 2 (5-4)
Layer 5
2 Bosses.
Ferryman (5-2)
Leviathan (5-4)
Layer 6
1 Boss
Gabriel Part 2 (6-2)
Layer 7
3 Bosses
MINOTAUR (7-1)
Gutterman (7-2)
Benjamin (7-4)
Where is this pattern?
There has been progressively more bosses after the first layer of each act. The 8th layer Fraud (8-1 to 8-4) may most likely have a boss in each level. (Maybe 9-2 something might in the epic climax that ends ultrakill if there are more bosses in each layer preparation for Gabriel during his Godfist Suicide.)
I lowkey think the fact that Violence felt so disconnected, minus the constant looming Earthmovers are a consequence of Ultrakill adapting from Inferno. Other adaptations of the poem such as the Dante’s Inferno game can’t exactly transition easily between the three rings, and the rings themselves are very jarringly distinct from each other. Compare that to the previous six layers, where they only have one singular punishment, the last three layers are subdivided where the layer is more like a catch all category for multiple punishments.
I suspect that Fraud will be even worse if they’re gonna have all 10 ditches.
SHITRIVER!!!
SHITRIVER!!!
highly doubt the minotaur was sculpted by a husk that turned into a prime soul. still on the Hell Itself train
For P-3 I'm thinking dual Prime Souls of Ulysses/Odysseus and Diomedes, both Kings and brothers in arms
Ver cool video
thx
Best layer of the game
My criticism After playing for a while:
- Minotaur should have been used more
- No new weapon / variant on launch. :(
- Minotaur first phase sucks, I hate Train segments
- Manequims give more reason to use marksman ( marksman already has many uses)
Funny thing, hookpoints in general were also forgotten after 5-1 in Act 2. Like 4-4 introduces them, 5-1 uses them, 5-2 and 5-3 don't use at all, 5-4 uses 2 of them during bossfight, 6-1 has one hookpoint, 6-2 has 2 hookpoints, and P-2 has hookpoints only on its secret path.
"They were generally forgotten"
*names 8 different instances of them being used*
Although yes I can admit they were a bit underutilized in act II but not forgotten
gonna be rocket or shotgun
i wonder what the yellow arm is gonna be
I think shotgun is more likely of the two.
The rocket launcher is very gimmicky already and it would have the shortest time between introduction of the normal variant and its alternative variant next to the revolver (Though revolver can get a pass since its a really simple weapon).
I think there's more unique things you can do with changing the shotguns that won't impact things way too much compared to rocket launchers. I just don't really see an alternative version of them working that doesn't completely screw with their main usage as air mobility and crowd control.
4:46 7-4? Dang I didn’t know Benjamin came before violence
7:09 also it’s probably because there was no source of light and v1 tried to save energy in 4-3 and 0-S because 4-3 had a torch, and 0-S had a skull
svarog v1
Am I crazy or did you get a better mic?
no........ idk
Hello
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@@JuanC4- how are you?
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What the fu-