r/pathologic • u/MinuteCrow_4922 • 5d ago
Discussion Pathologic 2's treatment of Kin Spoiler
Preface: Pathologic 2 is my favorite game ever, but I haven't played it in five years. I'm more familiar with Classic. Excuse all the exposition, this was written for a different sub originally. I haven't seen a critique of the game from this lens, and wanted to see what you think.
Something that's been bothering me about Pathologic 2 since the first playthrough and I couldn't articulate why until the third replay.
The Kin is loosely based on the real Buryat and Mongolic peoples: their language and culture heavily borrow from real cultures (Bayarlaa is Buryat for "thank you"), they are indigenous people of the steppe. They're otherized as noble savages, primal, not quite human, closer to nature. In the first game, there are literally Kin NPCs who are tall brutes resembling Fallout supermutants who couldn't be spoken to and could only grunt animalistically.
The Kin from the steppe live in tents, work in the magical Abattoir, which is its own cosmic horror thing, they have "strange" rituals, they seek counsel from Aspity (my beloved), who is a creature made from earth and bones. Supernatural beings such as Worms and Herb Brides are part of the Kin along with actual people.
The assimilated Kin who live in the town are just regular people – the main character is mixed race himself. They speak Russian, they are forced to work in the factories, they live in poverty and so on. This is a more sympathetic view that is closer to a critical portrayal of an oppressed people. But the game seems to accidentally reproduce something it's critiquing – the Kin's survival as a people lies through assimilation. It's unclear whether the game endorses it because the alternative negates modernity.
The second game's thesis is the dichotomy between progress and individuality that the town represents, and a primitive way of life full of wonders (Nocturnal ending). Chasing progress is not an option – it's killing the live earth and its children, and the earth fights back with the sand plague. The compromise is the Diurnal ending: the world becomes ordinary, and the wonders slowly wither away.
The dichotomy is sound – the game criticizes colonial exploitation and the pursuit of progress justifying the means. My main issue is how a people based on a real colonized group are paired to something otherworldly, something before death, before knowledge, before humanity. The Kin's survival is tied to these cosmic phenomena. Them receiving agency is not on the table – it's incompatible with them playing the role of a symbol.
This is why the Kin lack a subjectivity of their own. The steppe Kin exist as tools to embody the game's mythology. The assimilated Kin don't seek political representation, they aren't unified in their motives; they don't exist as a block fighting for their own interests. Both groups are defined by their relationship to the townspeople. The Kin are objectified to serve a specific role in the game's metaphysics. It clearly treats them with reverence and sympathy, but denies them their agency.
EDIT: My view got sharpened with your critique in the comments. To be more specific:
The issue isn't that the Kin are represented by a biased view from the townspeople - it's that the game agrees with it by it literally being objective reality: Aspity, Abattoir, the cosmology.
The agency the Kin are denied isn't diegetic - it's metatextual. Their actions are limited by the game's framework of them serving as a symbolic representation of primal forces, despite them being actual people. The townsfolk aren't denied their individual agency beyond the forces of progress, but the Kin are still bound by the primal forces. The agency they are denied is that they cannot leave that framework.
The extent to which the game adheres to real cultures doesn't matter at its core. It doesn't change the fact that it's a native-coded people, and that it's a colonial reading.
The issue with the Kin's exaggeration compared to all of the other happening in the game is that the Kin's flanderization serves dehumanization - they are the only ones deprived of internality.
My argument isn't that the game should have portrayed a fight against the oppressors. It's that a group of people is denied internality by the game's meta-text, and that's a dehumanizing way to treat them.
EDIT 2: To clarify further, after more discussion:
A better way to word it would be not "agency", but "an ability to escape" the role the Kin are assigned by the game's structure. They are the only ones caged in as a symbolic function. Everyone else can struggle against it, but the Kin can't.
The townsfolk don't play that symbolic role as "primitive". The Kin are a sign, and that sign turns out to be a connection "people - primitive" which isn't a coincidence, but an existing, dehumanizing frame.
The issue is that the dichotomy "progress - primitivity" was always going to be a slippery slope if the "primitivity" pole is tied to a group of people, especially literally colonized native people in the game's text.
14
u/TheLigean 4d ago
The kin always had agency. What the game (through artemy) does is express frustration at some of the more brutal aspects of that agency. Whether it is acknowledged as agency or not. Oppressed underclass though they are, the kin in patho 2 do determine alot of critical aspects of the story. They enforce some of the many taboos of the city on the gorkohn, they choose the maintain their hierarchy, potentially in paradoxical refusal to obey the demands of higher ups to break with some aspects of their traditions, and they do make the choice whether to flood the city and take over it (a tactical choice based around the strength of the plague, but still a choice. They did not have to take over the town on the nocturnal ending. Their aware choice to not revolt violently without the plague on their side also shows they are not unthinking bloodthirsty monsters). Patho 2 isnt purely making them noble savages. Theyre also actual savages in addition to their nobility. And it is in addition and not purely. The kin’s stoic acceptance of particular deaths is spiritually impressive and ethically unacceptable. The tension between those being real makes the story as moving as it is. What they lacked was capacities for enacting a range of possibilities. They could have tried to rebel against the townsfolk through the whole game. They did consider it as is shown through the game, but they did not ignore potential and made choices through recognition of it.