Warning: I get the impression that there may be epilepsy issues with some screens of this game.
"Oh great," you're thinking. "Another overwrought and politicized work mocking modern consumerism. I bet you can't even win."
Here's what you can do: Work (trade celebrity stocks) and go home to upgrade your apartment with cooler apartment stuff. When you've got all your stuff upgraded, you throw a party to show it off. Someone at the party gives you a hot stock tip, which, as far as I know, always pays off. After the party, you go back to work. When you return home, there will be a new catalog (portrayed as a white Holy Bible), informing you that everything you owned is out of style again.
Turns out that everything gets more expensive (maybe 5x more?) with each fashion update.
At this point you start to wonder if this is supposed to just be about the endless cycle of consumerism and inflation, or if there's an end to it. There's only one way to know, but you're not sure you're willing to find out.
I do like that, when you're holding down a button to buy or sell (for trading large volumes), it flashes giant "BUY BUY BUY" or "SELL SELL SELL" in hypercolors behind the display. Increpere games have this elusive kinda-fun kinda-bullying feel to them. Why are you even playing this?
The answer, of course, is because I told you to play it, and I totally have that sort of control over you. Whatever; play what thou wilt. It might help you talk about this game, though.
Talking Points: I like the Increpere style. I think it lends itself to shocking us out of just playing—a sort of Brechtian distancing move to keep us from being swept along, half-cognizant of what and how we play. Is that a worthwhile move in video games? Do you think it is used well here? When I won the game, I certainly was relieved to have won, but I didn't exactly feel fiero. Do you agree that the victory feels empty? How might that be accomplished, or might that feeling of emptiness be increased?