POP: Methodology Experiment One
- December 10, 2014
- Rob Lach
"POP: Methodology Experiment One" is a first-person puzzle game that challenges players to manipulate and interact with their environment in unique ways. Players must navigate through various levels, using different abilities to activate mechanisms, solve puzzles, and ultimately progress through the game. The game features a distinct art style, with abstract level designs and a focus on experimentation and exploration.
Reviews
- The game features a fun retro aesthetic and excellent retro music that enhances the experience.
- It offers a unique and experimental approach to gameplay, with a variety of mini-games that can be entertaining for those who appreciate avant-garde art in gaming.
- Many players find it to be a memorable experience, with some enjoying the trippy visuals and the interactive nature of the game.
- The game suffers from poor controls, confusing mechanics, and a lack of clear objectives, leading to frustration for many players.
- It has a very short playtime and minimal replay value, which makes it feel less worthwhile for the price.
- The overwhelming visuals and flashing colors can be disorienting and may pose health risks for players prone to seizures.
- music15 mentions
- 33 % positive mentions
- 47 % neutral mentions
- 20 % negative mentions
The music in the game is generally praised for its retro style and creative integration into gameplay, with some reviewers highlighting its experimental nature and strong sound design. However, opinions vary, as some players feel the music does not take center stage and is overshadowed by chaotic mini-games, leading to mixed experiences. Overall, while many appreciate the music's quality and its role in the game's aesthetic, others find it lacking compared to similar titles.
“It's a fun retro game with really good retro music.”
“Actually, the music is better than great.”
“The music is fantastic.”
“Maybe I didn't play it long enough, but after the opening sequence, it really felt like it was testing my resilience against having an epileptic seizure. The subsequent mini-games made no sense, the music felt like it was not the star of the show, and I literally felt like I was going to have a seizure. I had to turn this game off...”
“The music isn't much to speak of either. The driving and walking bits are alright, but I've heard much better in the same style elsewhere.”
“The talk of music and aesthetic made me hope for a melding of sight and sound akin to Audiosurf or Rhythm Heaven.”
- graphics9 mentions
- 33 % positive mentions
- 33 % neutral mentions
- 33 % negative mentions
The graphics of the game have received mixed reviews, with some players appreciating the experimental and minimalistic aesthetic reminiscent of early console visuals, while others criticize it as chaotic and poorly articulated. The visuals are described as "epileptic images" that may appeal to fans of creative and interactive experiences, but ultimately lack depth and replay value. Overall, the game's graphics seem to evoke strong reactions, ranging from admiration for its creativity to frustration over its execution.
“Loved the visuals; the main problem is that it is 20 minutes long at best, and the replay value is nonexistent.”
“I like old raw footage, early console aesthetics, and the experimental nature of deciphering a meaning to the game is amusing.”
“Often on sale for under $2 or even $0.99, buying this game is a no-brainer for fans of video games who appreciate creativity, experimentation, interactive experiences, and wild aesthetics, as well as great music and sound design.”
“The aesthetics are especially aggravating.”
“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.”
“The talk of music and aesthetic made me hope for a melding of sight and sound akin to Audiosurf or Rhythm Heaven.”
- replayability3 mentions
- 67 % positive mentions
- -33 % neutral mentions
- 67 % negative mentions
The game's replayability is mixed; while some players find the memorable experience worth revisiting, others criticize its short length of around 20 minutes, leading to a lack of substantial replay value. The inclusion of replayable "vignettes" offers some incentive for return play, but overall, opinions vary significantly.
“The singleplayer campaign offers replayable 'vignettes' that keep the experience fresh and engaging.”
“My first playthrough took about 20 minutes, but the memorable experience and great replayability make me want to dive back in.”
“Loved the visuals, but the main problem is that it is 20 minutes long at best, and the replay value is nonexistent.”
“The game features a single-player campaign with replayable 'vignettes' (scenes), but they lack depth.”
- story3 mentions
- 33 % positive mentions
- 0 % neutral mentions
- 67 % negative mentions
The story is often described as confusing and difficult to follow, with strange scenes and low-resolution videos that detract from the overall experience. Many players feel that the narrative lacks clarity and coherence, suggesting that those seeking a compelling storyline should look elsewhere.
“Strange scenes mix with bad resolution videos, leaving you to guess what the story or moral of the game could be.”
“The story was hard to follow, if there even was one, and the colors and constant movement were sickening.”
- gameplay2 mentions
- 50 % positive mentions
- -100 % neutral mentions
- 150 % negative mentions
The gameplay is heavily influenced by music, aiming to create a soundscape experience through loosely connected video clips and mini-games. However, it lacks depth and a compelling narrative, making it less appealing for those seeking traditional gameplay mechanics.
“Ugh, wow okay so when I read that this game was 'designed music first, with the gameplay and aesthetic derived from the creative flow of the music production process,' I thought, hey, here's a game that will play like I'm watching the soundscape of some good music unfold in front of me, comprised of loosely related video clips and mini-games that somehow associate with the energy of the music. Cool!”
“Ugh, wow, okay, so when I read that this game was 'designed music first, with the gameplay and aesthetic derived from the creative flow of the music production process,' I thought, 'Hey, here's a game that will play like I'm watching the soundscape of some good music unfold in front of me, comprised of loosely related video clips and mini-games that somehow associate with the energy of the music. Cool!'”
“The gameplay feels disjointed and lacks cohesion, making it difficult to stay engaged.”
“I expected a seamless integration of music and gameplay, but instead, it feels like two separate experiences that don't complement each other.”
- grinding1 mentions
- 0 % positive mentions
- -200 % neutral mentions
- 300 % negative mentions
Reviews indicate that the grinding aspect of the game is perceived as tedious and uninspired, lacking genuine engagement and feeling overly self-aware in its design.
“It exhibits all of the traits of a faux avant-garde experience -- tedious, insipid, and artlessly self-aware.”
“The grinding feels endless and lacks any meaningful reward, making it a chore rather than an enjoyable part of the game.”
“I found myself repeating the same tasks over and over, which quickly became monotonous and frustrating.”