so did you like pathologic 3 in the end? i forgot about asking completely, sorry!
Thanks for asking, but it's really hard for me to give an objective opinion, I think. There's some parts of the game I think are phenomenal, especially the hospital quests and the process of diagnosis and investigation, and how many interesting Town NPCs got created for the game, defying the strict delineation between the Bound and the background. A lot of character storylines are incredible and Daniil's writing is consistently enjoyable. I really like how richly multifaceted he is while still being familiar.
But then I have ended up being somewhat lukewarm on it, subjectively, emotionally. I still think there's something missing in the survival/resource gameplay loop that is needed to bring the world to life. The survival mechanics often feel like quick time events breaking up the story. The time travel seemed to me to incentivize one questline per loop, instead of weaving the stories together as you dash madly about the town. Because of that, the story tension often felt like a consistent plateau instead of peaks and troughs, even though the plot and writing had what they needed to be exciting.
I have some ideas for what might have been more engrossing to me personally, some of which I've already discussed:
quests and encounters collect thought-objects that can be stored up in a cognitive inventory and used to influence mental state, and certain actions are only possible in certain mental states (the game only dabbles in this idea a few times). I'm fine with mania and apathy having drawbacks but it should be more incentivized to stay *out* of the neutral zone too. more risk-reward
make each day a more discrete time loop puzzle to solve, and you can't lock in completed quests, but you don't have to do them over and over again either. I had the idea of Daniil doing exploratory loops (including in-universe reloading a few hours back rather than the whole day) where he personally involves himself in each quest, but to accomplish them all in one day he ends up delegating tasks to his emergency response team and allies. because of this, he has to undo time loops where he truly bonded with people around town, and instead is gradually turning into a distant, unknowable Simon-like figure. there might be a reputation meter that changes based on whether you did quests personally, and whether if the person delegated to take care of it was best for the job or just the only person you could spare. like sending Khorkhoy to the Kin or Catchfly to the urchins might work out, but if they're not available and you have to send Heron to either group, the quest will be finished but your reputation will suffer because he sucks. it's possible that this whole thing could replace the decree board, which never felt that satisfying unfortunately
bring back infection! it's so jarring to not mechanically experience Mor in the Mor game. Daniil obviously IS a carrier for sand pest in the narrative, but with the intercurrent disease storylines, Daniil is exposed to so many other pathogens, and they could be what's keeping him alive but they have to be managed
I don't care if the graphics are hard to optimize, bring back rain. I really miss the rain
I might even prefer reverting to the open world town with graphical downgrades
Even though I'd been doing so much fan content outside of the game mechanical world of Pathologic, and even though people keep inventing ways to experience Pathologic without playing it, playing P3 really made me understand that the narrative works because of the core scarcity simulation, even if parts of it are exploitable or tedious.