I guess you're talking about this paragraph:
zinger wrote:Writing the music must have been a really difficult job with an STG such as this one, though (where very little happens during the first stages), because an arrangement that is too dramatic or with too much going on in general would have made the shooting action look even blander in comparison. I first fully realized this when I turned off the sound completely and put on some of the music from Landstalker (1992, composed by Motoaki Takenouchi) instead, which fits Gynoug very well in theme (at least a few of the tracks), but is complex to the point where a single composition from that game contains more action than even the shooting in Gynoug's first three stages put together — a contrast which produces an outright comical effect! So, Iwadare's modest approach might have been the best option anyway, though that doesn't save it from being extremely boring of course.
This is similar to the part in your Braid review where you wrote about the game's theme:
icycalm wrote:I mean, isn't it by now obvious why, even in purely thematic terms, something like Super Mario World is infinitely more immersive than tripe like Braid or Knytt or Passage? Ask yourselves: How can it be that the childish platformer is more immersive than the "serious" platformer? PERHAPS BECAUSE THE VERY CONCEPT OF THE PLATFORMER IS CHILDISH TO BEGIN WITH, AND CONSEQUENTLY WORKS BETTER WHEN PAIRED WITH AN EQUALLY CHILDISH THEME?
The point that both passages have in common is that if you're designing a videogame, the aesthetics and the theme should be on an equal level with the mechanics. If they're not, the game ends up being less immersive, which is what the composer for Gynoug realized but Jonathan Blow didn't.