"The town, as seen by the Haruspex on the map screen" / Fear by ThĂch Nhất Hạnh / "The town map in the image of a bull, seen by fully zooming out on the map screen"

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"The town, as seen by the Haruspex on the map screen" / Fear by ThĂch Nhất Hạnh / "The town map in the image of a bull, seen by fully zooming out on the map screen"

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this is just me musing but personally i find it hard to care much about the specifics of daniil’s “endings” in p3, especially the "successful" ones because in my opinion, his core narrative drive makes it impossible for him to Achieve an intended outcome. i don’t think he achieved immortality guys. i think the more he "achieves" immortality the less he achieves anything at all. his only meaningful path, to me, has always been concession and that by default is always him losing.Â
in short, dankovskys path to “victory” (utopia) was always doomed by both his fundamental failure of understanding and by aiming for things beyond his scope. most literally: his inability to accept himself as a doll (thing with no agency, animated by the player). this, to me, is his central dilemma.
the core mechanic of p3 is the manipulation/undoing of choices and rewriting time to achieve a "better" - or more optimized for "succeeding" - outcome. if we see pathologic as a game, or more picturesquely, a recurring re-staging of a loosely scripted play, this is a staging within which the actor is allowed limited freedom to alter the script on the go, with the audience stuck in the theatre until he runs himself dry. but it is still a staging (playthrough).Â
I truly feel like im going insane - did you make that post about daniil and artemy's transness, and the differences between them? it had something about how artemy's transness brings him close to things that grow, and daniil's is connected to him being obsessed with eternity etc
...that sounds familiar, but i don't remember whose post that was, or how long ago it was wittten! i'm on mobile right now so my search capabilities are limited. i can try and find it when i get back home, but if someone finds it before me i'd appreciate a link to it!
Can I talk about how the idea of living buildings in pathologic? Because before I mostly joked about it being pathologic being weird but I finally realized that, like many things in pathologic; it’s a deeply philosophical idea given physical form. And another element of focus’s makes sense- because I think I’ve felt it. The feeling that a building like the polyhedron creates in people.
I’m not a religious person, as a matter of fact for a very long time I looked down upon and mocked organized religion as cult for people unable to find their own reason to live. Of course I realize now that that’s a wrong elitist way of thinking and I’m ashamed of ever holding that perspective. But it’s the perspective I had when this event happened to me. My family and I traveled to New York, and we visited st. Patrick’s cathedral. And I cannot fully describe the feeling that stepping into that building gave me. It was…majesty. I was utterly shaken beholding something so incredibly beautiful and powerful, and at the same time unwelcoming. I was not supposed to be there. I, someone who doesn’t believe in god and scoffed upon the idea should not be allowed to see this majesty of humanity, belief and engineering, I should be ashamed of thinking it was nothing more than a building. And holy shit can I tell you how TERRIFYING that feeling is? Because it’s deeply scary to think a building doesn’t want you there.
That building was fucking alive.
It was a great art and masterpiece built as a place of worship out of worship. It was deeply human but at the same time some evidence of a higher power, or at least such a powerful belief in a higher power that the ghost of it lived inside.
buildings are alive, not every building to such a powerful extent as that cathedral, but alive in the way that they carry the memory of something that happened in them, people who lived or died there. Have you ever entered a home and felt unwelcome? Or distinctly warm? That’s the human elements and life that have been put in that building. And that’s what a focus is I think-a pure memory of a person that can exist…physically. So maybe that’s why the buildings the stamatins designed are so strange-because they’re brand new buildings trying to capture years of human emotion and history all at once.
So that’s a focus I guess-or part of the explanation of what a focus is. Which makes the idea of focus’s even more terrifying to me honestly, they’re created to dazzle and behold a feeling, but they *cant grow* from that-for growth you need some human element. If a focus is a story it must be read, if it houses a person it only houses what remains of that person. That life that was put into peoples homes and places like that cathedral was peoples lives, people who come in and out and change and pray. A focus is just a captured memory, and memory can’t change unless it’s remembered, but with no human element to remember it than the person who’s in focus can’t change. They’re no longer human.
(Of course the utopian ending isn’t a good ending for daniil. It’s not beating death, to some it might even be a fate worse than death. )
i enjoyed pathologic 3, but i really disagree with the dev interview i saw which claimed that P3 can work as an entry point to the series.
when people say that you can just play pathologic 2 instead of playing the first game... i disagree with that, because i think P2 is weaker than P1 in basically every way except mechanically, but i can definitely see the argument. if you're not too bothered about lore or getting the best story, and just want to play a solid survival horror rpg with above-average writing, it makes sense to jump right to P2.
P3's writing is on par with P2, and the time travel mechanics were a bold move that ended up way more well-handled and engaging than i was expecting them to be (albeit with a huge amount of bugs, which is unsurprising and will hopefully be fixed in the coming months). it would be cool if the game became enough of a hit to inspire future games to experiment with causality and time manipulation in this way.
but as far as the story goes, i do think someone who hasn't played the first two games, or at least the P1 bachelor route, is going to have a diminished experience. for one thing, it's probably just very confusing if you haven't experienced the story linearly first.
but also, P3 was at its most compelling to me when it was the most open about being a conversation with the first game. when i would move through a story sequence and characters would parrot lines that i recognized verbatim from pathologic classic, like distorted echoes thrust into an altered context.
occasionally, character name spellings will randomly switch to the localizations that were used in the infamously janky 2005 english translation of the first game, prior to the 2015 rerelease. peter becomes petr, yulia->julia, aglaya->aglaia, etc. it didn't even occur to me that it was unintentional until i saw people reporting them as typo bugs, it just felt like all of these different tellings of the story melding and collapsing. it didn't break my immersion when daniil randomly calls grace "laska" in a line of dialogue, it felt rewarding because i know that is her name, in another version of this story. just little things like that, they all added up.
IPL was remaking a game, and instead of doing a straightforward remake, they decided to give the protagonist the ability to go back and change his own story. they made him obsess over the tragedies that happened to him and the people around him, and then gave him the power to go back and change things, to rewrite what happened in the hopes that he was making something better. and honestly, i have to assume that's a bit what it feels like to remake a game itself, to go back and try to rewrite a story that was already written.

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katerina saburova so compelling we should talk about her more. please. the insane juxtaposition between her and the two other mistresses -- which is to say, the ghosts of nina and victoria as they exist in the game. they're never depicted as anything but larger-than-life, their actions are described as the actions of squabbling gods or figures from old fairytales, not women who were alive 10 years ago. they're only ever visualized in those ways, too, in huge statues and mural-sized paintings. i can imagine their designs, easily, but not how they might look as 3D, normal human models, standing next to victor or big vlad or their children. there isn't a single painting of katerina, the 3rd mistress, hanging up in any of the games, but plenty of nina and victoria. she's a human described against the backdrop of myths. she's just a mortal, and those two are immortalized in the collective memory. her followers are criminals, the forgotten, and those who have been outcast even from the group of iconoclast outcasts. unlike nina or victoria, she's not beloved or feared enough to be immortalized in the greater collective consciousness. and she can't even produce her own heir, whether to ensure the partial immortality of her existence in that way, or to ensure that her presumably-inherited role amongst the mistresses is perpetuated into the next generation alongside maria and victoria jr. katerina had to get hers from the earth. and everyone is saying there's something wrong with what she brought back from the earth, too. peter gossiping about her sleeping with mummified corpses and rats. she's 30, maybe 35 and she's already getting treated like she's on her way out, she's the oldest living woman in the game. per canon, she couldn't decide whether to be nina or victoria, or a separate distinction, between human and immortal, not that any of them are even human to begin with.
putting this here because it's literally so true. now i want to make a diagram like this for the classic bound.
describing artemy only as "trained in steppe lore and traditional medicine" is also very strange to me. like, yes, he is, but it's cutting out a pretty major part of his character? artemy didn't spend the last 5 to 10 years training as a menkhu, when you start the haruspex route the narrator immediately tells you that he was sent off "to study modern medicine in the academy" and that he's "been travelling from town to town learning theoretical and practical surgery for several years now". this is an important part of his character setup, it's part of why he has a hard time being accepted by his community as his father's heir in both games.
it sort of feels like they're solely focusing the "traditional medicine" side of artemy's character as a way to set him up in contrast to daniil's character, but that really strips a lot of nuance away from both of their characters and their dynamic. the way they act as ideological foils to each other isn't as simple as a "traditional vs modern medicine" thing (which is already a questionable dichotomy to draw), because they don't even fit neatly into that false dichotomy. artemy is trained in both "traditions" of medicine, and daniil literally wants to defy the conventional understanding of modern medicine by defeating death. their differences in how they approach medicine is part of their dynamic, but for most of the game (in most routes) they're collaborating for longer than they're working in opposition. their ideological clash is more in terms of their personal motivations and philosophical perspectives than anything, imo.