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What the best build ?
What's the best ending ?
Where's the wiki/reddit to tell me exactly what to do, what's meta, what's the tier list ?
Maybe i'm aging but to me that's becoming beyond tedious and unimaginative
In this game, it's "save" everyone is just one scenario among others
Conversely, a lose condition or game over would make no sense at all
As for the ending, without going into spoilers territory, don't forget you're pulling only one string
The play goes on, with or without you
The point is to effect the player's psychology not to make the experience itself ancessible. There are already stone walls the player can arrive it on their own. But there was little need to build hard walls into the experience itself.
That is my opinion
OP made it clear they played the first Pathologic so i'm assuming that's where it comes from
I don't mind it, after all the game even has a logic for save scumming
I'm only saying people should stop limiting themselves doing optimal only, especially in a game like this
Which i understand is complicated because the gruelling setting kinda reinforces you into this mindset
I put "save" everyone in quotes but i could also put "everyone" in quotes
If both Vlads are alive, it ends poorly for the Kins
Also the first infection roll is very RNG if you don't know exactly how and where to get your first shmowder, it's very possible to lose one of the Stamatin brothers before you get a chance to do anything about it.
Assuming you even know what a shmowder is, which you likely don't if it's your first Pathologic game. so you aren't hunting stashes and will most likely not tell yourself i need to drop all i have for this 35 item i have no idea what it is
And this random component isn't poor design, it just means that's how the prompt goes this time
Either way, you're both saying it's your first playthrough, but in fact it's not, since you played the first game.
Even Mark Immortell acknowledges the first game exists
You shouldn't, that's an overarching theme independent of your own role.
It's central to the game's philosophy. You are, after all, just one actor, or whatever you'd like to call it.
I wouldn't call the game that hard either, first of all you get a lot of warnings, and second the only real difficulty is the entry barrier of understanding the fundamental mechanics.
But it does an awesome job instilling the dread.
Like i said in another thread, i personally get to the point i need to take a break because i end up feeling sleep deprived and high on a caffeinated fuelled frenzy myself. Not everyone will of course.
Funnily enough i think what prepared me the best to play the management portion of Pathologic 2 are mods such as Misery and Dead Air for S.T.A.L.K.E.R. COP
edit - Also this thread should really be marked as spoiler
You're kinda right about that power gaming mentality though, sometimes it is tempting to judge games based on how much you can accomplish in them rather than the ideas and feelings it evokes. But how can you blame us? writing in videogames tends to be so braindead it's no wonder most gamers have developed a mentality where the value derives from the stuff that can be measured, like scores, completion, expediency, etc. Games that take advantage of the medium to deliver a strong narrative like Pathologic are few and far between.
But anyway, I wanted to save the characters because I liked them, not for the sake of completion. But whether you save them or not is not the point. The fact that the game railroads you into succeeding just doesn't make much sense to me. If it was something that was unrelated to your actions it would be one thing, but the problem is that they are things integral to your character: Only the Haruspex could've made the panacea , and only he could've found out about the blood under the abattoir and nature of the soil . Those events are crucial to the story and the fate of the town hinges on them happening, so the fact that the game handwaves them away just so you can make your final decision on day 11 without any inconvenience instead of punishing you for failing them kinda cheapens it, in my opinion. You no longer earn that choice, it's just given to you for free.
I'm not pretending there's a correct answer because i don't feel smart enough to understand all the implications behind the game's direction.
But to me what makes Artemy special is that unlike everyone else, he's filled with a player, not with cotton.
Then there are many other layers on top of that but at or near the top, the fact that he's (or you, or the media) still bound to a script. It's obviously very meta, but hence why there are so many references to fate.
It's possible the adaptive or emergent experience you're looking for will get a better spotlight with Clara's playthrough, i for one can't wait for her release.
But i wouldn't get my hopes too high in that direction either, in my opinion Pathologic is still, at its core, a solipsistic reflexion on video games as a medium itself.
there's a pretty cool quote from the artbook which I guess is the director's vision of the whole thing:
There are the events taking place in the town, which are real. And there is their stage
adaptation, which is also real. There are the actors who play the protagonists and
reenact the events of their lives (since upon loading, you’re reliving that short—or not
so short—stretch of their deathbound journey. The actor walks out into the town, looking for inspiration, “walking the hero’s paths”.
And there’s a fluid ambiguity in not having a clear way of telling who you are right
now: the real Haruspex or Bachelor, living his life, about to die—or an actor playing his
part and thus getting a chance to go back to the past?
So I guess it's up to you which narrative line you wanna get invested in, but there's no denying that sometimes they can get in each other's way, but then you never know how much of it was intentional and how much just came from the difficulty of writing something like that. It's never gonna be perfect after all.
I don't necessarily give priority to one narrative perspective over another, but ultimately i think they also try hard enough to break the 4th wall that you also have to feel like you're behind that screen
That's why i can't wait for Clara's Pathologic 2, to me Artemy and Daniil have that distinct bound-by-rules protagonist aura but from diametrically opposed narrative origins, whereas she's the exploit, basically the cheater, so the icing on the meta cake
And i'm on the expectation because i'm just barely finishing my first playthrough of Pathologic 2 and i can now definitely understand why it's 2, and not remaster or remake.
So i have hopes Bachelor and Changeling routes will go further in the experiment, especially considering how they decided to use Haruspex as the entry this time around.
Either way i can totally understand why you're conflicted by the result and you bring a lot of good points, i agree it's not perfect, for instance myself too i don't think they quite managed to supersede power gaming and in fact promoted it in some respects (although for much better reasons than the regular shallow ones as you mentioned)
Still a fascinating and bold creation which in an ideal world would get a lot more recognition for what it accomplishes
Then again its uniqueness also makes it so special
As for the fact that if you fail some important tasks someone else will do them for you - I appreciate that the story is, to some extent, self-healing because most of the players who will miss these events will do that because they were activelly struggling for survival at the time. It's a lot more difficult to simply stay alive in P2 comparing to P1 - with harsher survival mechanics, death penalties, limited save points and so on - and I think that it was a good design choice to allow ALL players who survived till the 11th day to reach an ending. And it's resonating with the P2 core theme, after all - it's about struggling despite your failures and about willingness to stick around to the bitter end. Pairing that message with "uhm no, actually, we're going to lock you out of a satisfying ending because you failed some of the tasks we were warning you you're probably going to fail" wouldn't work.
The game foreshadows both of those points pretty well. When you go to protect Rubin from the kin at night, it's because he's working on the Panacea. He successfully makes one from Simon Kain's blood. We're left a little hanging here because this was fully explained in the Bachelor's Route of P1, and we dont have the Bachelor route in P2 yet. Aglaya finding the living blood is foreshadowed when we meet her inside the Termitary. She's actively investigating the Kin for the source of the plague and a possible cure, she just ends up finding the answer later than the Haruspex does.
All in all I think you misread the narrative of the game. Pathologic 2 is a living world, and life would carry on without you there to fix everything. More people will die, especially people you care about, but that's part of the incentive for you to make sure that doesn't happen.
Now in the sequel, which is writen and directed by the same people, all the mechanics are way harder; intentionally, unfairly hard, even. Making it so that there are no consequences for failure kind of defeats the whole point of making a hard game, doesn't it? why would a game that advertises itself as cruel and unforgiving just give victory away like that? it undermines its core foundation.
Pahologic 2 is not a living world, and life does not carry on without you, or at the very least that assumption is put under the microscope and never taken for granted, that's kind of the whole point. Even at the shallowest narrative level you're just puppets playing out a kids' game, while on a deeper level you're just actors playing out a role. Your role which is to take a direct hand in the fate of the town. But if other people accomplish your tasks for you, and they are YOUR tasks, then you don't really have a role, do you?
Also Rubin was working on a vaccine, not the panacea. It is stated that Simon's cells are not enough to make a cure. And even if it was you can tell it's just handwaving.
I think you're vastly overestimating the importance of some of the P1 main quests. How was Bachelor trying to find the fake Executor that vital task that no one else was able to do it and that failing it should lock one out of the good ending? Or speaking of, why should you be able to make the final choice only if your adherents are healthy? From the story point it doesn't make sense - the fact that Sticky or Murky or Anna Angel are alive should matter to Aglaya and Block how exactly? It's just an artificial gameplay obstacle.
I kind of understand that the lack of a clearly articuated fail state might be dissapointing if you expect to see in P2 the same rigid structure P1 has - with one clearly defined Main Quest each day, with knowing which task is important and which is secondary and so on. But P2 isn't structured that way - you aren't persuading anyone at the end because all decisions are made by the people more important than you, and the best you can do about it is to try and make sure you'll get your preferable outcome. You don't need your bound alive for that. And you can fail - if you f*** around for too long that day.
Now I'm sure that some things were cut out because of time/money issues, and that it would be nice if the story would react to the player's choices more in some parts - I'd like to see the story acknowledge Artemy that refuses to take his inheritance, for instance, or have one of the twins react to the other one being infected/dead. Should the player skip both the panacea and abattoir, there should be some dialogues to reflect that this Artemy sucks XD But I don't see how slapping a bad ending on that would make it a better game.
In terms of Pathologic 2 as a stage play, Rubin is taking the role of your understudy. He's not as good as you, his solution doesn't work as well as yours, and he dies in the process. That's your punishment for failing. I've never actually failed to get the living blood, but if Aglaya gets it I imagine you don't get the panaceas you need to cure the children on the last day, and most of them would die. That would be your punishment.
You don't need a game over screen to know you failed. The big red X at midnight should be enough, and then you have to keep going despite that.
It's because you need to have enough people that can vouch for you and your solution. (I think this is how it's explained in the game.)