
POP: Methodology Experiment One is an experimental game by Rob Lach which was designed music first, with the gameplay and aesthetic derived from the creative flow of the music production process. What emerged is an emotional psychedelic roller-coaster of interactive vignettes.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
[h1]Não faço a minima idéia do que eu acabei de jogar[/h1] Logo no início do game aparece a seguinte mensagem "AVISO DE FOTOSSENSIBILIDADE EPILÉTICA ESSE JOGO PODE MATAR VOCÊ! SEGURE QUALQUER BOTÃO PARA CONTINUAR" ai eu pensei...o útil ao agradável né? Segurando a tecla, uma caveira cresce na tela e leva ao menu principal. O jogo básicamente é uma mistura de vinhetas da gringa, comerciais, referências Illuminati, conflitos entre países, capitalismo, drogas, tudo isso reproduzido em gráficos pixelados e uma trilha sonora meio bizarra e retrô. No meio de toda essa bagunça tem uns mini-games com sistema ranqueado, e é isso. Recomendo, mas jogue de noite, num quarto escuro e de headset
[h1]1.[/h1] Every spoiled teenager tends to fancy themselves as revolutionist or activist (or anarchist, any title that sounds rebel fits here), wearing slogan t-shirt, participating in anti-fur parade for Tuesday and anti-communist parade for Wednesday, rock n roll never dies, hashtag YOLO hashtag, anti-everything 24/7. But an unfortunate truth is that most of them either lack a reasonable manifesto to guide their boycott, or lack an executable methodology to pave the road. What’s even worse is that they don’t really care or aware of the things they are against with, the reasons why they are doing so, and the goals that can be achieved by doing so. No, none of these matters except one thing: the adrenalin stimulating activity of anti-something itself. Thus, all they essentially need are loud, swashbuckling slogans to conceal the inner emptiness. [i]POP: Methodology Experiment One[/i] was like that spoiled teenager, swashbuckling with only seizure-triggering imagery, filling every corner of the screen with flashy rainbow palette. [h1]2.[/h1] Playing [i]POP: Methodology Experiment One[/i] is a surreal experience, it makes me feel like I’m watching a muted music video. What’s harder to tell is that whether it was muted or intentionally made so: you can see characters energetically dancing, moving around with their mouths open and close while bizarre visuals shifting shapes constantly as if trying to deliver some deliberate messages, but suffice it to say that no sounds were coming out. Accordingly, all you can do is make up your own faux comprehension through lip reading. Have they lost their voice? Have they forgotten the lyrics? Have my speakers blown? Have I lost my hearing? Have I lost my mind? Mystery slowly shrouds you over. [h1]3.[/h1] The influence of some early avant-garde works such as [i]Deus Ex Machina (Mel Croucher, 1984)[/i] is ubiquitous in [i]POP: Methodology Experiment One[/i], especially the framework: a montage of a series of obscure minigames revolves around the soundtrack akin to an interactive music album. The progress moves forward despite win or lose, and a scoreboard that serves no purpose will be displayed at the end of game (just to add more sense of video game to it, I presume). It’s just that [i]Deus Ex Machina[/i] did it much better back in 30 years ago. The context and aesthetic in [i]POP: Methodology Experiment One[/i] is incoherent at its best and simply lame at its worst. The soundtrack is OK on its own, but doesn’t fit into the rest of the game at all except the opening title track. However, what truly separates [i]POP: Methodology Experiment One[/i] from its influential predecessors is the absence of self-interpretation. [h1]4.[/h1] Scaling and rotating pseudo-pixelated sprites in a vectorial manner is a crime. [h1]5.[/h1] According to Wikipedia, [quote] “An experiment is a procedure carried out to support, refute, or validate a hypothesis. Experiments provide insight into cause-and-effect by demonstrating what outcome occurs when a particular factor is manipulated. Experiments vary greatly in goal and scale, but always rely on repeatable procedure and logical analysis of the results.” [/quote] What we can conclude from this definition is that a proper experimentation requires at least: a purpose (which is to support, refute, or validate a hypothesis), a systematic methodology, a trial-and-error dynamic procedure, and a postmortem. Back to the case of [i]POP: Methodology Experiment One[/i], excluding the postmortem part which is likely done behind the scene, the other three keywords are utterly missing in its structure as afore-discussed. Therefore, despite the fact that both the words “methodology” and “experiment” are presented in the title, [i]POP: Methodology Experiment One[/i] fails to stand up to its name. On a personal note, its purpose might as well be to deceive the audience into thinking it as experimentation or art. Ultimately, insincerity is the word. [h1]0.[/h1] "Kitsch" might be the best footnote defining [i]POP: Methodology Experiment One[/i]. Be it in a good way or bad way? That’s up to you to judge.
They should replace the word random in the dictionary with POP: Methodology Experiment One.
たぶん唯一の外山恒一ゲーム 後はなんかヤクい感じと変なミニゲーム集 特に中身はないです
Take a Computer Programer, A grahpics modeling team, and everyone else need to develop a small game. Spike there morning coffee with LCD and you get this game 8 hours later, * warning this game may cause sizures if you are affected by flashing bright lights for a long period of time.
これは揮発性が高く、毒性のある成分で構成されている。 しかし、死に瀕した状況をあえて作り出すこによって人間の爆発的な能力の向上、所謂覚醒を促すための手段として価値がある可能性がある。
This is a paragon example of why avant garde games a) are difficult to make and b) why people think they can't be done well. It exhibits all of the traits of a faux avant garde experience -- tedious, insipid, and artlessly self aware. It enshrouds itself in the bulwark of 'experience' by giving you incoherent injections of culturally loaded symbolism and events. There's no mystery to unpack because it's just mystery qua mystery. It'd be a mystery if the designer herself knew the answers. It's one thing to be oblique but it's another to be a complete reckless void. It's a collection of minigames that aren't fun nor compelling. The worst is the desert walk, but I'm not certain if that's due to its scraps of highschool poetry or its absurdly slow pacing. A close second is the storm boat experience. There's probably more things to unlock, but why should anyone play an array of hideously designed games in order to lock more ways to test their patience and good taste? There's random clips of dated media spliced into an amalgamation that's likely meant to make me 're-consider' pop culture and its panoply of cultural connotations. It feels like a trope to even mention this trope. Also you wouldn't believe that this game also has a few anti-war messages awkwardly wedged in the gaps. The aesthetics are especially aggravating. All of the standard psychedelic effects would be interesting if they had any complexity or nuance to them. The aesthetics feel less like another cash-in of the current retro-nostalgia fetish and more like the inability of the designer to visually articulate interesting forms. This feels like a student project that should have remained one.
This game opens portals into the fabric of time and space. Just like Minecraft it may KILL YOU. "I aint talkin bout no creepy pasta here PAL!" [spoiler]Sorry I am just nervous and hope only YOU are reading this if Steam does not ban me for telling you GREAT I said their name now they are really going to hear me so... SHHHHH I have to hurry! shutup and listen close... [i]I am from the future and have been sent here to tell you that even though you are risking your health, vision and soul playing this game You must play for the fate of the Earth and humanity itself are in your hands.[/i][/spoiler] k?
This game is short (15 minutes) and absolutely [i]bizzare[/i], but I still enjoyed the intense epilepsy-inducing graphics and brain-twisting music. If you're into really strange games and weirdly hypnotic styles, this game might be right up your alley.
[i]„Může vás to zabít.“[/i] Tohle je hodně zvláštní kousek, za kterým stojí vývojář Rob Lach. Hra vznikla jako experiment, kdy autor nejprve složil hudbu, a následně začal vytvářet samotný herní obsah. Ten vznikal pouze na základě pocitů a dojmů, vyvolaných poslechem dané skladby. Výsledkem je dvacetiminutový soubor několika miniher, kde se v omezeném časovém úseku, snažíte získat co nejvyšší počet bodů. Tyto hříčky jsou zpracovány velice jednoduše, takže vám k jejich ovládání, stačí jen šipky a jedna akční klávesa. Ve většině z nich, budete buď po něčem střílet, nebo něco někam navigovat. Na tom by nebylo nic špatného, kdyby to celé alespoň trochu drželo při sobě. Jestli je totiž mezi minihrami nějaká spojitost, pak je tak dobře skrytá, že jsem ji nebyl schopný odhalit. Kromě jediné výjimky (poušť), mi navíc jednotlivé kombinace hudby a herního obsahu, nepřišly nijak zvlášť zajímavé. Snad aby to nepůsobilo tak suše, vložil autor do prostoru mezi hrami, krátké úryvky z různých televizních pořadů. Možná to je klíč k pochopení hry jako celku, který jsem ovšem jen nechápavě sledoval a marně čekal na docvaknutí. Co jsem ovšem pochopil (a možná proto mi to přijde jako nejlepší část hry), je skvěle zpracovaný tutoriál, vysvětlující vše potřebné velice originálním způsobem. Silný zážitek jsem si odnesl také ze sledování závěrečných titulků, ze kterých se vyklubala nelehká zkouška trpělivosti a odhodlání. Tuto hru tak mohu doporučit jen experimentátorům, které zaujal její nezvyklý způsob výroby. Všichni ostatní, ať se jí raději vyhnou. [i][url=http://store.steampowered.com/curator/6861342/]Další recenze na mé kurátorské stránce[/url][/i]
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Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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