Title: Pathologic 2
Genre: Adventure, Indie, RPG
Developer:
Ice-Pick Lodge
Publisher:
tinyBuild
Release Date: 23 May, 2019
Minimum:
English,Russian
Nothing is clear and this is even more interesting. Nobody does the games like this today so if you are bored from AAA games which looks the same from year to year try to find out what is going on in this city.. If you've played Pathologic before then I recommend otherwise I don't at this time.
Simply put I think the Bachelor route is the best way to experience Pathologic your first time through but unfortunately Pathologic 2 (which is simply a remaster of the original) doesn't currently include said Bachelor route. Which I find rather bizarre of Ice-Pick Lounge since the Bachelor is clearly intended by the original developers to be your first choice as well. Instead you're forced to play the Haruspex route.
The Bachelor gets almost all of the world-building exposition with only modest insights into the social structure, culture, mythos, etc. This being explained in-story as you, the Bachelor (and you the player), are a stranger to the city and so people are quick to explain the important landmarks and give warnings but aren't so quick to trust you with much information beyond that. This deliberately shallow understanding is then enriched with your 2nd playthrough as the Haruspex a.k.a. the "one of us" guy. Who gets virtually all of the deeper insights thrown in for free without the unnecessary world-building from the previous playthrough (as a former citizen of the city you would already "know" all of it). The problem is if you play Haruspex first then Bachelor then almost all of the mystery and intrigue of the Bachelor's route is ruined since there isn't much left for you, the player, to discover even if technically the character you're playing as is still ignorant. It's a pitfall new players simply wouldn't know about.. The Gut<\/i> - "No One Cares About You"
The Hindquaters<\/i> - "No One Cares About You"
The Cemetery<\/i> - "You're Always Welcome Here"
This game does an amazing job at being a remake of the original game, while also being an amazing game on it's own accord. Everything from the gameplay, to the story, and to the aesthetics satisfy in a unique way that only Pathologic 2 and Ice Pick Lodge are able to achieve.
For those who are concerned on the game's difficulty, it hits that perfect spot of being difficult to the point where success (no matter how small) gives a sense of accomplishment that I have not experienced in a long, long time with video games. I feel a lot of people reviewing this game make it sound harder than it really is, and it's very easy to get into the swing of things. There are many ways to survive the days, which helps mix up the gameplay and ensures that no matter how far along you are, you'll never be bored.
The only tip I want to give is combat is best done by entering sneak mode (default C) and getting backstabs on unaware enemies. Otherwise, there is no penalty for running away.
tl;dr This is a game where "unique" isn't just a buzzword on the back of the box, and I feel that everyone considering it should definitely give it a chance and break out of their comfort zone with something new.. If it was possible to give a game a thumbs up but at the same time not recommend it Pathologic 2 would be the perfect game to use that system. Pathologic is one of the greatest games ever made in my opinion, and this game, like its predecessor, I would not recommend to any other person. Pathologic is a game where being alive sucks and then you starve and die. There is a number of people who consider the story to be interesting but the survival mechanics overbearing, which is greatly confusing as the point of the game is that you are being crushed under the weight of responsibility and being alive. You are not meant to beat this game, you are meant to play this game until you can't or do not wish to any longer.
Negative reviews based on the technical aspects of the game, which yes there is some stuttering, some load times seem wonky, some textures are blurry and don't always load in correctly. These are fair criticisms of the game, but critiquing the survival systems at play when they work exactly as intended just shows how young the industry of video games is. We have an almost limitless capability to showcase the human experience and almost always it is reduced to a leisure activity that needs to be fun. It is fine if that is all you want out of the medium but it is a rather boring prospect to imagine that is all it can be forever.
So Pathologic. I suppose I recommend this game if you want to feel bad. If you want to think about how fragile your life and the lives of others are. This is not a Dark Souls, you aren't expected to do better and be better every attempt with the expectation that you will at some point "win" and see the ending, you surely can, but that's not the point of the game. The point is that the implacable foe known as death doesn't care who you are or what you think you should accomplish before the end. At some point difficulty sliders will be added but I will echo the developers when I say you shouldn't use them. It's okay for you to not be able to finish a game. Try your best, do good before you die, and do the same in the game too.. This game is so hard to rate I had trouble even knowing if I should. There is some genius hidden here: The mere concept of the game ('You have to survive hostile environments for 12 days while trying to solve a mystery') is surprisingly new and fascinating, the lore seems surprisingly deep and multi-faceted, many of the twists are legitimately interesting.
However, the vast, vast, vast majority of your time will be spent micromanaging. Micromanaging your inventory, even with upgrades, is a constant chore. Micromanaging your hunger, even the first few days, is tedious. And after the plague hits, you will also have to micromanage immunity, clean water, the condition of your clothes, having to choose long roundabout ways to avoid the plague.. And on paper that sounds great, right? Having to be on the edge of survival, having to make hard choices? Maybe, if effective micromanagement did something besides lead you to more micromanagement. You are rapidly so concerned about filling your meters that doing anything else feels dangerous. You begin having to reload constantly to find more efficient ways of playing out your day. You begin considering starting over entirely in the vague hope that more efficient use of the first days might have things go differently. You stare at the screen, realising you have spent several hours achieving literally nothing.
If this is the "intended" vision of the game designers, they have succeeded. But they have succeeded in producing a game that, instead of being an interesting look at scarcity and desperation, ends up producing nothing except frustration at the underlying mechanics. I might look at it again and change my review if the promised difficulty slider doesn't lock off content and belittle you for taking "the easy way out", though I fear that is going to be the case.
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