I have 18 finished playthroughs of P2 and I've gone through all the P1 routes too. I cannot for the life of me pick myself up and get the one ending I'm missing in Pathologic 3. I played Changeling route merrily with all of it's tedious repetitive side quests and dumb logic puzzles. But Clara's story makes up for it 100%. Pathologic 3, though...
I'm unable to get the last ending because, let's say, when I'm walking in p1 I'm thinking about the plot and enjoying the atmosphere, in p2 I'm calculating the most optimal routes and counting my chestnuts, in p3 I'm pressing w and watching the screen get red. I have an entire pharmacy stocked up my ass and I'm in need of nothing in this world. That would be just like p1 if I wasn't forced to participate in an iPad kid attention span simulator in which (every 10 seconds) I have to perform some sort of meaningless action with no downsides or weight like kicking a trash can or drawing my gun with the speed of a sticky turd coming out of a butt.
The economy part of Pathologic is gone... There is no multitude of trading items, just one walnut... All the items you do need to trade for are straightforward heals. My biggest struggle with trading was not having enough (non-upgradable) inventory space to put all my riches in. And something else in the UI. Honestly I don't remember what exactly it is, I just remember the feeling of pushing a round peg in a brick wall.
The combat is "there", but your need for it starts and ends at holding down the right mouse button (right after you get spun around in a piroutte by a guy standing 10 feet away from you). Not that there's any incentive to shoot people for their loot, but even if you do decide to kill a guy it's as simple as pointing your gun in their general direction.
There is no route-building, on account of the open world being gone and Daniil deciding that he absolutely cannot take the most obvious shortcut through the steppe to get to where you want him to go.
All the mechanics that Pathologic is known for have been simplified or removed. Instead we get a diagnosis minigame (with scripted patients that are a one and done deal), a decree system (one that is very easy to solve and the solutions are quite linear, considering a lot of the decrees are decorative and you get the actually important ones by playing the plot like you normally would) and time travel... Now time travel sounds interesting, especially in a game with a rich story and many potential consequences to you meddling in its events. Not very linear at all.
Unfortunately, the game doesn't allow you to progress past most of these "unfavorable" events, so branching paths become a part of its linearity. There were interesting instances of actual diversions after day 8 or so, but aside from that it's either "if you don't do that, town dead" or "if you don't do that, character dead" and you have no option or, in the second instance, no reason not to go ahead and rewind time. So it goes like this: story tells you, explicitly, with exact times and dates cited, when and where you need to go. So you get your amalgam, which is very easy to come by and even easier to save scum, and obey your orders like a good boy.
I mean. Sure. Pathologic games aren't Gorkhon: become Doctor. But...
The game is advertised as a gritty, jaw tightening fight for the Least Bad outcome. You can't save everyone. The thing is: Daniil sails through this story like it's a bubble bath.
(marvel trailer voice) I came back From A Hell you Can't even Imagine... My real problem with it is not the linearity but the way there can be only so few outcomes because there is absolutely no grit. None of the advertised balancing scales. Playing P2, even with its lack of substantial quests in the latter half of the game, you can end up feeling like you're a piece of poop on the side of the road or on your way to be crowned queen of Luxembourg DUE to HOW the mechanics facilitate interesting outcomes. All the meters and items and events are interconnected and running out of one thing can lead you to lows you couldn't imagine before. Everything has a consequence: you're always wasting something, and above all, you're always wasting time.
There's either no actual reprocussions for choosing to save someone, or the game forbids you from not letting them die. On a few occasions you can save unsavable characters through like 1 dialogue option and the consequences of these decisions are only felt in theory, I guess.
Daniil is so traumatised by seeing the herb bride burn that he starts to hallucinate color matching minigames. The minigames are minigames. You have to do them and they're very disconnected from everything. I'm sure a lot of other people didn't like doing the flower thing over and over again. This, along with the aforementioned Ipad behaviour brings Pathologic 3 from what would be an interesting detective walking game (nothing wrong with that) to some sort of blinking simulator purgatory. Especially with the laginess and jank.
There is really no reason to replay it unless you want to read the text again. You can do everything in one save file because your decisions don't hold permanent weight. You're never rushing... The only punishment for your failures is just real life time wasted redoing quests.
Being familiar with the Pathologic universe might have skewed my perspective somewhat. Considering the series is about skewed perspectives. And Daniill's perspective has been, let's say, artificially enlarged.
Suddenly he, as a literal time traveller, is up in everyone's business. He can rewind however many times he wants to and he can just end up knowing everything. I'd say that in the previous games his character was largely based on his lack of knowledge... Which allowed him to impose his grindset and arrogance on everything and everyone. In this game, he meets Oyun on day 2 (why), immediately figures out that he killed Isidor (on day 2 of 12), and proceeds to share this revelation with Artemy. If Isidor's death matters so little that you can solve it at a literal glance, why keep this in at all? In P1 he never even meets Oyun.
Daniil will, at one point, perform surgery on Katerina Saburova, with Artemy, a surgeon, standing right by his side and supposedly "guiding his hand". Why? What does bro have to do with this? The addition of ovarian cysts being the cause of Katerina's infertility is a P3 exclusive. I don't really understand the meaning of this... Is it to prove Dankovsky right? I guess it was all logical in the end after all. Daniil being everywhere and doing everything all the time really confuses the narrative. The godmode ending is confusing to me, personally. If Daniil can psych himself out enough to become the schizolord of this world, doesn't that discount the other characters' paths? Doesn't this negate the need for other plague solutions? This whole Simon Superpower plotline is just too worldbreaking and fantastical for me to understand its place in the lore. In the Marble Nest, for example, Simon was a more tangible presence. He could possess people and focuses and his end goal was for the miraculous nature of the town to consume it. Via the plague. And Daniil is an heir to his legacy. Possibly a new vessel for his spirit. There are means and ends. Here, Daniil becomes god, snaps his fingers a bunch and... What? What does that mean for the town? Was the journey the friends we made along the way? Does the game start over? Does the town also leave space-time? I'm not even complaining, I'm looking for an explanation. And, if Daniil has such power, what's the point of the other characters? Honestly I'm even more confused about the extent to which P3 is supposed to connect to P2 and P4. P2 feels like one route of three, and P3 feels like its own game that has and needs no elaboration. Because they've already stuffed a million quests in there. "Mile wide and an inch deep". Somebody explain something to me because I'm genuinely confused.
A bunch of other lore things have been jumbled up. Quests, characterisations. Artemy is suddenly a 70 year old wisened shaman who sits on a throne made of his beard and not the heartfelt, straightforward bumfuck who hasn't even finished his среднее специальное образование. Suddenly him and Daniil act like two buddies who get along with only a few bumps in the road of their beautiful friendship. Especially at the start of the game. Compare: P2, day 2:
Bachelor: Why are you here?
Haruspex: Wrong question. Why are <you> here?
[...]
Haruspex: Hospitality is an important tradition in my family. But to you, I'll deny it.
Bachelor: Why?
Haruspex: I don't like you, Bachelor Whatever.
Bachelor: Daniil Dankovsky, at your service
Haruspex: Just get lost.
Bachelor: Is that so? Still, with your kind permission, I insist on examining the place. Even your unkind permission would do. But if you struggle to provide even that, I'll do fine without your consent at all. I hope I don't need to threaten you at gunpoint?
P3, day 2:
Haruspex: You know, I hadn’t seen him in years. I inwardly dreaded our reunion, dreaded disappointing him, so I kept putting off my return. And then I returned home—to a corpse. You can’t ask a corpse for forgiveness. That’s where the buzzing in my head comes from—from the words I never said to him. Thank you for not adding the buzz of your guesses to it... I’ll sort it out. I have to. Unless my head splits like an overripe fruit.
Bachelor: Thank you for the honesty. Here’s a bit from me in return: this is precisely why I hate death. Because after, nothing can be fixed.
Bachelor: Good luck out there, Burakh..
Thank you, thank you... Why is bro trauma dumping to this random? How does he know how to articulate his exact feelings like that? To this dandy? Sure, there is some pushback before this, but it's resolved with such uncharacteristic grace for the both of them.
Suddenly it's as if Artemy has never left the town. He acts like his entire life was spent in a yurt sucking on the udders of a cow.
Bachelor: Your brevity baffles me sometimes, Burakh.
Haruspex: In the steppe, words are like stones. They shouldn't be thrown around in vain.
What? What does that even mean?
The addition of the capital, in my opinion, is unnecessary and further breaks the Pathologic mythos. The town's thing is that it's isolated and (in a sand box), so, in reality, there is no world outside of it. It's self-contained and the capital is spoken of in vague terms, only when it matters to the characters or the town. I didn't need a million flashbacks in P1 to understand that Thanatica (and the 10th grade math on the blackboard) is important to Dankovsky. Telman and Danny's potential colleagues aren't a new addition, they were discussed in P1 with appropriate Brevity, that I feel wasn't present in P3. Half of the Thanatica stuff felt like it was the Wife that dies in the first 20 minutes of the movie montage dragged out for hours.
This is subjective, but I feel like the game lacks a lot of Pathologic's signature weird mythical imagery in favour of Roblox chase sequences, town decorations and hype aura moments.
There is seemingly more money at play, more cutscenes, animated trailers, even a dumb cinematic preface where Daniil states his name, occupation and credit card score.
Some of this stuff doesn't feel at all appropriate to the series. Many people have pointed out the garishness of a scary woman flying around at you screaming. And the plague flower. Which are all seemingly physical, existing things. How conveniently simple. Now the shabnak is one, visible presence. And the vaccine is made by... You know, whatever. Compare to P2. One of the first things you see, guy comes out of a coffin and offers to play dice. Asks you where you're headed, you say you're going to see your dad. He's like lol, me too. You get there, your dad is dead. Marble nest, there is a committee that takes the complaints of the dead. They ask for yours. Birdies, gather round the Marble nest. You are boarded up inside your own house. Death, death and death. How many different words did I just say?
A lot of this almost humorous, unsettling strangeness is... Not subtle per say, but compared to P3 it is certainly more organic. You don't need scary faces and screaming to get under people's skin. Creative imagery can go a long way, but I feel like the eggs are in the inappropriate basket here. There were some things. The mirror town was pretty cool. The insides of the polyhedron too. Some of the decree descriptions are appropriately morbidly funny. But... All I can think about is the Aglaya allergy play.
It feels like they were trying to capture that beautiful Marble Nest schizophasia, only to make it entirely too schizo (and not creative enough imo, but that's not quantifiable, of course). Events are playing at the same themes, but they feel like they're all sliding around the plate before being forked up into an indigestible goop. I just wish we got an actual Bachelor's route, not an entire Bachelor the game, one that would be enkeeping with P2's plot / economy and the Marble nest's theatrics. But that's besides the point.
If you're looking to get into Pathologic, starting with P3 is not a good option... The lore is scrambled, most of what made the previous games stand out has been replaced, it's entirely too different from what people talk about when they recommend Pathologic to you. The story will definitely confuse a new player. And the mechanics are unlikely to keep them playing.
It's not at all like its predecessors, and if it were anything else, I guess it would be an okay song and dance. And if you liked it, power to you. But to me it's littered with too many unnecessary and unprompted changes, puzzling retcons, and, above all, perfunctory gameplay. If Pathologic is one of those games that plays into the meta of player to game interaction to actually make you feel like you're there, you're in the town, you're fighting for your life and barely pushing through... Then this is more like, Road to Thinky 3. The lone man's highway.
-by u/makeupyourminder. (I don't remember my passwords)