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  • imokruok
    +3

    Many, but Hohokum stands out the most. I waited years to: play/see/hear/touch/taste/interact with and beat but just didn’t or maybe couldn’t (and maybe never will). The requisite time/cognitive abilities (quality lysergic acid diethyl amide and extended release dextroamphetamine) for optimal experimental gameplay as advertised to my satisfaction, as the developer’s intended, has yet to present itself, fully. I played 10-15 min (on shady research chems from the darknet or whatever, I got from a guy i loathe who likes dmb and older woman), maybe? I made some game progression the first few levels(?), stages(?), musical landscapes(?), game worlds(?) although impossible to [measure](when paranoia and a powerful very unpleasant introspection overwhelmed my brain. The game promised "...a playground — a place to wander about and get lost in..." Was I lost? Will I ever get out of here? continued: "...experience free of some of the typical pressures of videogames..." hahalolha, all motivation to act intuitively and think creatively went down the drain along with my 5(+) years anticipating the Richard Hogg and Honeyslug spiritual journey to open the mind's third eye, I pre-ordered snake oil from a used car salesmen. At least the soundtrack is tight, really enjoyable and unique via Ghostly International. The cute and friendly “playful" little snake along with all the other weird and whimsical creatures remain in preliberation, waiting beside the other vague conceptual art that teeters somewhere between clever and condescending; a victim of inflated expectations and hopes too high to ever reach. Maybe one day I'll give it another go, def have to be in the right pseudointellectual mfa art school candidate from the Midwest by way of a Matthew Barney fanboy vs. Barney & Friends, Barney majoring in: sexuality: in the postmodern animal; without substance but so colorful! I'm reminded of this article by Charlie Finch which, I should say, isn't about Hohokum or even gaming but remains relevant to critiquing commodification of any creative endeavors:

    But without the support of the suckers in the public who remain the engine of the spectacle, the whole upper tier quickly collapses, so the public essentially settles for a watered down product to fulfill its nebulous fantasies at higher and higher prices."

    continued;;

    What's wrong with this picture is that the great majority is left out and, by this, I mean the players and the artists, for, while it may appear that more and more teams and fairs means more success for more participants (putting the "fans" aside, for the moment), the reality is that both art and sports depend on a hypersystem of planned obsolescence to feed the money beast's constant need to prettify the act of consumption with the new.

    disillusion w/ (modern) game development could be my problem but I'm leaning toward, at least in the case of hohokum: quirky colorful nonsense with annoying/simple mixed metaphors and no point = head in the sand-masturbation ≠ substance, no matter how good the ost is. Faux-indie conceptual art games are nothing new. Hohokum is not the first and certainly will not the last.

    Games you always wanted to beat, but never got around to finishing? I have lot's, and it's because they failed to live up to my expectations.