Ice-Pick Lodge, recognized for its distinctive approach to role-playing games and the impactful choices players encounter in their stories, is now developing the next major installment in one of their franchises. As we eagerly anticipate the game’s launch this year, I had the opportunity to interview creative producer Alexandra “Alphyna” Goluubeva about Pathologic 3.
“With Pathologic 3, we knew from the start that we wanted to make a different experience”
Initially, Pathologic 2 was designed as a remake, but later evolved into its current form. With Pathologic 3, it seems you’re starting with a clearer plan for the game. How do you think this change has influenced the development process up to now?
Initially, when embarking on the creation of Pathologic 2, it took us some time to build up courage. At first, we started with a meticulous, step-by-step replica of the original game. However, as we progressed, we began to question certain decisions and felt unsatisfied. Consequently, we made adjustments, incorporated new features, and discovered that we had created an entirely different game in the process.
In “Pathologic 3”, we aimed from the get-go to create a unique experience by narrating the Bachelor’s tale using mechanics distinct from those used for the Haruspex. The heart of “Pathologic” lies in subjective storytelling, not just through quests but also through mechanics. Therefore, it was essential for us to carefully select the aspects that would mold the Bachelor’s perspective. Unlike the Haruspex, he enjoys respect from the town’s elite, freeing him from concerns about food and money. However, his internal struggles and decisions that impact the entire town are what he must grapple with instead.
Could you elaborate on the thought process behind introducing the time-travel mechanic in Pathologic 3, a fresh element that allows players to revisit past events?
It appears that those in authority question the accuracy of Bachelor’s recollections about certain events, suggesting they may not have transpired as he remembers. However, this remains debatable, doesn’t it?
“This approach allows us to explore unhappy stories and let the player make mistakes”
Regarding Pathologic’s focus on managing time effectively, how difficult has it been to strike a balance between this core aspect and the addition of time travel mechanics? What kind of restrictions or constraints might be imposed on players when using this new feature?
It’s quite a hassle, indeed, that adds complexity not only to the narrative but also the game’s financial system. Love, they say, knows no boundaries or complications.
Regarding the players’ abilities, they won’t have unlimited freedom as there are countless possibilities for a creative mind. However, they can navigate different parts of the story, even traveling to past and future events, and influence how things unfold. But remember, not every scenario will be accessible, so initially, your task is to prevent the townspeople from self-destructing first.
With this method, we delve into narratives with unfortunate events, enabling players to experiment and err – as they possess the ability to rectify their actions (or even cause new mishaps).
Regarding the core aspects of gameplay in Pathologic 3, compared to its predecessors, how has it evolved and expanded? What tools or resources can players expect to use during their experience?
In the game Pathologic, all main characters are healers, yet it’s not just about healing; it encompasses various aspects. In the original installment, their medical work was hinted at rather than directly shown – instead, they focused on the town’s social dynamics, survival, and personal journeys. In Pathologic 2, a hospital has been introduced, but it presents as a collection of unique, separate gameplay segments.
In the game Pathologic 3, medical work has been structured systematically. You engage in interviews with patients, examine them, and make diagnoses. However, Bachelor, who is more of a scientist and intellectual than an emotionally driven individual, frequently feels unsatisfied with simply taking temperatures or assessing skin conditions. Instead, he delves into the personal histories of the individuals to ensure that all possible factors are considered. This is because sometimes people can be deceptive, as can their bodies, and a symptom may lead us astray.
Essentially, it’s similar to a game-like version of House MD, but with an unusual twist – the patients here have a deep affection for philosophical discussions and the bizarre.
“Gameplay-wise, time flows normally in Pathologic 3.”
Could you share some insights on the intricate decision-making and consequence mechanics in Pathologic, a feature the series is renowned for? Given the addition of time travel, how significantly might these elements become more convoluted and enrich the overall gameplay experience?
You jump straight into the thick of things, on Day 5 instead of Day 1, portraying Daniil Dankovky, who has missed every chance he’s had. The town is teetering on the edge of extinction. Yet, could it be that things aren’t as they seem? Could someone be setting him up? Thus, he shares an alternative account of how events might have unfolded instead.
In terms of gameplay mechanics, the progression of time in Pathologic 3 follows naturally. However, at any given moment during the game, you can leapfrog to another day, provided you have the necessary resources. This flexibility allows for different choices to be made, each with their own consequences (many of which are delayed and unforeseen). Once a particular segment of the storyline is concluded, it becomes inaccessible unless replayed; however, if you wish to experiment with alternative decisions, you can do so if you possess the means to travel back in time.
We delight in crafting complex characters who conceal their true intentions, deceive us, continue their stories beyond the screen, and stubbornly resist collaboration. By employing these storytelling techniques, we delve deeper into the intricate aspects of human nature since if Daniil is misled, he now has an opportunity to rectify it.
(Or rather break it differently.)
Roughly how long will an average playthrough of the game be?
The duration of gameplay significantly varies based on your reading speed and personal approach towards specific aspects (such as steering clear of infected zones or actively engaging with them), but in essence, it’s similar to the scope of Pathologic 2, which typically ranges from 20-25 hours.
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2025-02-06 20:11