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#and yes. they do. life is russia for the average person is uh. not good and hasnt been good for decades.
thirdmagic · 4 months
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everytime i look at how people compare the way russian citizens are treated in light of the russian invasion of ukraine and the way israeli people and jews are treated after oct 7th and it just.... you know, as a person who belongs to all of these cultures, it always feels extremely disingenuous to me and very untruthful
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sonofkhaz · 4 years
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Musing: Pathologic 2
Pathologic 2 is what you get when Russian game developers down an entire bottle of Flintstone Vitamins with some Vodka while listening to Hardbass after being awake for 72 hours straight. It’s probably one of the best games I’ve played in terms of story-telling and themes. 
It’s a great game, despite some mechanical issues. A few years ago, I got the original game off of GOG and only got about halfway through before giving up out of frustration and a little bit of boredom. The sequel fixed a lot of the problems the first game had. For starters, there’s a lot less walking back and forth; rather than having to literally walk around the whole town to check up on your patients to see how they’re doing, it now tells you at the end of each day if they’re okay, in danger of infection, or infected. It’s easier to track your character’s thoughts, the map now has markers, and you can sprint instead of walking (sprinting is now a feature, yes). You can use a ferry system to fast-travel around town at the cost of a coin called a Fingernail, and you can hold down CTRL to highlight points of interest and characters you can speak to.
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Despite being praised in Russia and having very positive reviews (91% at the time of writing this) on Steam, the game didn’t get much traction upon its release in the west, with “game journalists”, a term I still don’t fully understand, comparing its difficulty to Dark Souls (yeah, some people still use Dark Souls as the litmus test for game difficulty) and claiming that it has Skyrim-inspired RPG elements. It’s as if “game journalists” have never played anything outside of Bioware games, Skyrim, Dark Souls and Pokemon.
Yeah...despite the fact that comparing a game like Pathologic 2 to something like Dark Souls or Skyrim is completely obtuse and ignorant, I think I understand where the frustration comes from, which I’ll get to later.
The game takes place in Town-On-Gorkhon, an isolated town in the steppes built upon contradictions. From a glance, the town might just look like your average early 20th century Russian town, but it’s inhabited by two groups of people: the Townsfolk, who are just becoming industrialized, and the Kinfolk, a group of Steppe nomads who hold veneration for bulls because they believe that the town rests on the back of a giant auroch, Mother Boddha. In addition, the latter group has a species of humanoids called Worms who water the ground with blood to grow plants, women called Herb Brides who dance in the steppes to make the twyre bloom, and other practices. Despite the contrasts, the two are not at complete odds at each other; rather, both cultures have meshed together.
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In the first game, there were 3 different playable characters, but for now you’re only able to play as Artemy Burakh, the Haruspex. His father was a Kin doctor and his mother was a Townsfolk. After six years of medical school, Artemy is called back home by an urgent letter from his father, only to find out that he’s been murdered. See, a haruspex was someone in history who could divine the future from entrails; since Artemy is technically a surgeon who just returned to a town where cutting arteries, attacking someone with a knife, and digging holes in the ground are all considered taboo, he’s the primary suspect, so everyone hates his guts. People will initially refuse to trade with you, shopkeepers won’t sell their goods, and some people will try to attack you in the street. In the wake of this, a mysterious plague referred to only as the Sand Pest hits the town.
Pathologic 2 is like an adventure game and a “horror survival” tied into one. The imagery of the game goes from uncanny valley to flat out dark, with red pustules and moss-like substances growing on the buildings and streets of infected districts, infected townsfolk shuffling towards you to try and infect you, and plague clouds that manifest and chase you down the street. If you’re unfortunate to get infected with the plague, you hear voices in your head telling you, gently, to lay down and die so your suffering can cease. While you’re trying to find a cure and trying to save NPCs from the plague, you yourself are trying to survive.
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Your overall survival is dependent on more than just your health bar. Sergei tries to shank you for your track suit and Semechki seeds, yeah, your health will go down if he manages to hit you. But then you have to factor in your hunger, exhaustion, immunity, and stamina/thirst. You’re hungry, so you eat some toast, but now your thirst meter is going up; while it’s not immediately detrimental, it affects the duration you’re able to sprint and fight. Your exhaustion meter is full, so you lay down to sleep for a few hours, but now your hunger is going back up and you’ve just spent precious hours that could have potentially have been used doing something else. Uh oh, you just got hit with a plague cloud and your immunity is dropping - do you use the immunity boosters/tinctures you were saving for patients to bring it back up, or are you going to take the risk and wait for it to slowly climb back to where it was?
Any time you die, your screen blacks out and you speak to Mark Immortell the Theatre Director, who gives you a tut-tut-tutting on dying and sends you back to your last save file with a penalty. Your maximum health/exhaustion meters are reduced, you get hungrier and more tired as time progresses, so on and so forth. These all stack, and they’re all permanent across all save files, so there’s no going back to scum save to prevent the penalties. If you die enough, you get visited by a friend who will offer to remove your current and future penalties forever...for a cost that you may not learn of until it’s too late to change your mind.
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This ties back to my previous statement about how people were criticizing this game. A lot of survival games in modern gaming tend to be generous towards the player in terms of, well, survival - you have a meter that’s running low, or a supply that’s dwindling, so you stop whatever you’re doing to rectify the situation. Should you fail there’s usually an “out” by returning to a previous save. You can’t do this in Pathologic; one reason being mentioned in the previous paragraph. Another is the fact that time is always working against you - really, the only moment where time tends to stop moving is if you’re in a dream sequence or if you physically pause the game. The clock is always ticking so you need to frequently assess the efficiency of what you’re doing and if it will pay off in the long run. The game has a lot of choices, and not in Peter Molyneux’s Fable or Black and White perspectives of “choice”. The decisions can vary greatly. Let’s say that one of your friends needs a water barrel because they want to get water for the poor and impoverished in their district. Well meaning, but what if it infects the neighbors? The hospital needs the tinctures you need to boost the immunity of nameless patients; everyone will like you more if you carry the task out, and you’ll get paid the next day, but what if tomorrow means that half a dozen cast characters get infected and you don’t have the time to make more tinctures? 
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Critics of Pathologic 2 have bemoaned the fact that you can’t just walk around, immune to virtually anything and everything, and talk to the NPCs while freely exploring the town to learn more about the Sand Pest and the overall story. The desire to know more about the story is a fair point, but here’s where I see the problem: There’s a genre of story-driven adventure style games, usually referred to as “Walking Simulators”, that are typically praised and lauded by the “video games are art” crowd. Games like Dear Esther, Firewatch, What Remains of Edith Finch, and Gone Home are usually put in this category.
The difference between Pathologic 2 and those games is that the latter group takes a more “hands-off” approach in their storytelling. You don’t have a lot of interactivity or mechanics that directly tie into the games. The named NPCs you speak with in Pathologic 2 are fleshed out; it’s personal because Artemy Burakh has history with them, and the decisions that you make, or don’t make, will ultimately decide their survival. Many of them have multiple outcomes; you speak with them, see their angles, see what information they may be willing to give out or abstain from initially giving, so on and so forth. The game pushes you towards investing them emotionally. Not only are you trying to save them from the plague, but you’re trying to save yourself. You’re also trying not to starve, you’re also trying not to get infected. Rather than watching a sinking ship, you’re part of the crew trying to bail the water out and plug the hole. 
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Not all the mechanics are perfect. Guns and their ammo, while being extremely rare/expensive to find, have a tendency to jam up way too much and hitboxes can be choosy. Hand-to-hand combat can feel clunky, and the inventory can be a colossal pain in the ass to manage since the game does not auto-sort individual stacks and uses Diablo-style inventory management. However, I have very rarely seen things like these critiqued by the “video games are art” crowd; rather, they complain about the meter management. The problems of the town seem real because you’re in it as well. Without having to manage your meters, making sacrifices and decisions, it takes away the conditions that make moments in the game memorable.
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Remember: Failure is a very real, understandable and relatable aspect of human life and society. There are times in life where you fail repeatedly before you see the light at the end of the tunnel and triumph. One of the marketing pitches of this game was, “You can’t save everybody”. For example, I spent three consecutive days treating Andrey Stamatin after he was afflicted with the Sand Pest, and it ultimately came to naught because he died anyway. Some of the game's most memorable moments and interesting dialogue come when you are unsuccessful, because the game knows that you’re going to fail at some points even when you try your best.
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Overall, would I recommend Pathologic 2? Absolutely. Would I recommend it to someone who cares about story-driven games? Totally. Would I recommend it to people who have low frustration walls? No.
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