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I keep getting the impression that there's a ton of thought put behind the world building of this game, but that world building is just barely obfuscated by a few missing early access dots to connect (like some areas being unfinished) coupled with the games insane level disgn that almost encourages players to miss major locations. I like that it feels like there's something going on here, and the game could not care less about whether you figure it out or not.
I agree and I can't help but think this is intentional. To get the full picture you not only need to pick the correct quest path, you also need to thoroughly explore the maps, including hidden areas, and then you need to put the pieces together and fill in the gaps with a little imagination. I really like this style of storytelling because:
1) The player is encouraged to play and replay each level to try different quests and find secrets, every new playthrough adds something to player knowledge
2) It treats the player like an adult and lets them engage with the themes, characters, and narratives in an interactive fashion--like Marie, we are solving a mystery rather than riding a ride at Universal Studios. Cyberpunk 2077 is a great example--each Quest introduces you to a topic, reinforces it explicitly during the mission, and has a short conclusion cutscene or flavor text at the end. The player is railroaded throughout and force-fed the experience. Peri gives the player agency, including the agency to ignore non-mission-critical lore or information. If the player plays Marie as a single-minded, driven girl beelining it for the bunker, then she won't much care for the wider world and therefore would be as ignorant as the player. In other words, TO EXPERIENCE THE FULL STORY, the player has to ROLE PLAY as an inquisitive, patient, and investigative Marie, which is the best example of Ludo-Narrative synchronicity I'v seen recently.
3) While billed as an immersive sim, the core gameplay loop for Peripeteia is actually a puzzle platformer, and the large maps encourage creative platforming and navigation puzzle-solving
The downside is a casual player (or even a repeat player used to more obvious tells such as the maps in Deus Ex or even Thief) will miss a lot of content unless clues in that there is more to find.
Speaking with Filemon for example before finishing his quest allows you to learn a little bit about the window of time between the Soviet Union and the Second Union, namely the 'things' that prowled the streets in 'days of lead'. Initially I thought he meant the Topielecs, but what he describes are 'heads of androids' on 'potato sacks' collecting bodies. He's describing the 'dolls' in Belgrade, which are probably bloodstained and sacklike because they're harvesting bodies for the 'recycling' function of the tower, and perhaps even for facilities like the one in Karabash.
I didn't realize it at first, but the Saber is actually embedded in a dead Topielec, and the pit of Topielecs you can fall into is your means of introduction to them by inspecting the corpses as well as an introduction to using APS darts to climb given that there are no other ways out of the pit.
The Planetarium itself and the maintenance logs from Filemon plus Nietzschka's timestamps also hint at the picture of the timeline, namely that whatever war turned Moscow to ash happened prior to October of 1990, that the roof was caving in after that log, and that Filemon left to be a junker by '91.
Nietzschka meanwhile mentions that the roof has leaked for 5632 days, and that her last maintenance request was 4241 days ago. That's about 15.5 to 12.6 years ago which seems to place the game some time in the mid 2000s contrary to an assumption I've heard a lot placing things in the 90s. Readables and dialogue in Belgrade also seem to support this, even if Belgrade might be something of a total mindtrip hallucination.
Clearing Karabash at least on Iskander's route also helps contextualize the importance of the Planetarium and the significance of the 'Gagarin Cult' to the 'old fogies', or why the moon-and-star iconography seems significant to Second Unionists. The Planetarium actually has at least one mural presumably dedicated to the Astral Communist dream off to the right behind the PSR-level entrance, though there's no text description to pull from it.
Otherwise, I think the Arcology has the most footage available for the Red Man show, which is a little weird because you don't find a TV with Red Man flavortext until a later level. By memory, Marie doesn't understand and is afraid of him and wonders why he's red, but the clip on TV shows two blue men instead with no trace of Red Man himself. Weird little case of a mismatched description that'd work better in the Parking Lot Joycultist den.
There's plenty of other stuff like propaganda posters or newspapers mentioning some kind of colony in Harbin despite China being otherwise an irradiated ruin, or world implications like the UK's capital being Edinburgh instead of London.
Also while the Commies seem interested in the Gagarin Cult, it seems like the PSR is also hoping to revive it as well according to Filemon, although perhaps only as a way to revitalize the Arcology. The Potato farmer mentions that the Pool used to be a "house of culture, but the culture didn't survive". Perhaps the PSR has the idea that the reintroduction of culture, any culture, will help them stabilize the Disputed Zone.
On that note the story reminds me a lot of Snow Crash by Neal Stephenson, particularly it's examination of the effects culture and institutions have on individuals and ideology. The Subculturists are the result of an alien cultural spore infecting a populace without proper cultural immune systems, their native culture and Soviet ideology destroyed in the war. The PSR and Second Union are waging internal battles to determine their culture, whether to be hidebound ideologies worshipping the ashes of dead empires, or to forge ahead devoid of moral or cultural constraints in a Neitzscheian power struggle, or to rely on blind Faith (in either Christ or Socialist doctrine) to carry the day.
In each case, individual actors are beset by their own culture (or lack thereof), their type and degree of ideology or pragmatism, and the creeping influence of organization and bureaucratization that is calcifying the various groups as they grow from small factions to major powers. Marie (and therefore the player) is already being challenged in certain dialogues based on these factors, and I hope the devs continue to elaborate on these themes.