Survival game in a world that is hard to bear. Pathologic 3: Quarantine is a short game about dying

I’ll admit I don’t feel that well lately.

Occasionally, days can seem unmanageable, filled with negative news and a persistent worsening situation, leading to feelings of why try at all? It seems like solving one issue only leads to three more cropping up, and everything appears on the verge of collapse. What makes it especially frustrating is that minor issues often cause the greatest chaos.

As a gaming enthusiast, I might find solace in immersing myself into a virtual world of an online shooter or expansive sandbox game, expertly crafted to offer a sense of continuous advancement and command.

But I don’t believe in power fantasy.

Pathologic 3 is a game about dying

This game explores diverse aspects and appearances of death, and it delves into the extraordinary measures we might take just to accomplish something.

This game showcases different facets and manifestations of death, and it highlights the extraordinary efforts we may make to achieve anything at all.

The Pathologic series, developed by Russian studio Ice-Pick Lodge, has a complex and evolving background, with each new release offering a fresh take. The initial game in the series is called Pathologic, now available as Pathologic Classic HD. However, it’s advisable not to start with this first Patho game, as it caters to a specific niche audience and is more of an unusual choice than a title I can wholeheartedly endorse – especially for newcomers to the series. The original Pathologic narrates a common story from three distinct viewpoints: Bachelor, Haruspex, and Changeling. Despite sharing the same initial plot, choosing a different character significantly alters numerous events, endings, and gameplay aspects.

2019 saw the release of Pathologic 2, which is more of a reimagining than a direct sequel. While the characters are aware of past events, the narrative and gameplay mechanics have been updated to reflect modern storytelling and survival aspects. Interestingly, Patho 2 only allows players to control Haruspex, one of the original’s three playable characters. In contrast, Pathologic 3 will introduce Bachelor Daniil Dankovsky as its main character. If plans for Changeling’s story are developed in another six years, it might be titled Pathologic 4.

Currently, a demonstration of the game titled “Pathologic 3: Quarantine” has been showcased on Steam, which is exactly what I’d like to discuss here.

Theatre of Cruelty

Pathologic can be described as a narrative survival horror game, much like how Disco Elysium is an RPG about a policeman. However, these descriptions don’t fully capture the unique experience of playing them. These games are challenging, and some can be downright demanding in terms of mastering subtle details. Few games can be as harsh as they are.

In your initial encounter with Pathologic 2, it seems almost uncaring towards the protagonist’s struggles, the player’s expectations, and their sense of comfort. Unlike other games, the Pathologic series doesn’t provide a sense of victory or control. Instead, when you think you’ve established some stability, Patho shatters expectations and redefines the rules. Finishing it for the first time feels more like a struggle to reach the end rather than a triumphant victory.

Instead, let’s zero in on the survival elements found in video games, as they often portray stories of self-reliance, personal achievement, rising from adversity, and having total control over one’s surroundings. Unlike most games in this genre, Pathologic does not follow this pattern.

At the turn of the 20th century, a remote town nestled deep within the expansive Russian plains is struck by a deadly outbreak. Within a day, the majority of those affected succumb to the disease. As the lone medical professional on hand, you have exactly twelve days to find a solution.

In the game world of Pathologic, I can’t help but feel the weight of reality as the epidemic is not some distant spectacle to watch, but a relentless force that touches everyone. It’s not just a backdrop for dramatic scenes or something that affects others – it’s here, now, and we’re all in it together. The city is gripped by a plague, and the threat of infection looms over us as much as it does for every other character. Prices skyrocket, authorities struggle to maintain order, and fear and panic are palpable among the populace. It feels like we’re living through this crisis, not just playing a game about it.

In this peculiar place, you might encounter gaunt street performers resembling spindly-legged arachnids in masks. Here, an NPC identifies himself as Judas Maccabeus, and we reply with lines from Shakespeare. Everything seems quite unusual around here. The atmosphere grows chilling when a fellow academic accuses us, hinting at Dankovsky’s reasons for trying to contain the outbreak.

At the conclusion of this piece, I’ll disclose the outcome of the movie “Quarantine”. However, I’m doing so primarily to clarify the message behind this game and the content herein. If you prefer to steer clear of spoilers but still find it intriguing, the demo is accessible on Steam for your perusal. Go ahead and give it a shot!

Notes of a Young Doctor

In simple terms, Pathologic 2 was about surviving physically, dealing with hunger, thirst, exhaustion, and sleep deprivation. On the other hand, Pathologic 3 is a survival game set in an environment where you must endure constant, overwhelming, relentless stress.

In various video games, mental health aspects are frequently represented as “exposure to frightening elements temporarily impairs your performance”; it’s similar to feeling hungry but with a unique spin. In the game Pathologic 3, there’s no absolute level of mental stability that guarantees safety – instead, there’s a fluid equilibrium of mental wellness that can shift towards either indifference or excitement, and each condition is manifested distinctly in the gameplay dynamics.

Due to persistent stress, Dankovsky often finds himself in a state of profound lethargy, where he seems devoid of energy or motivation for any activity. As this apathy deepens, his movements slow down, his focus becomes hazy, and ultimately, he struggles even to initiate a conversation.

If this is not stopped, Dankovsky will simply take his own life.

On the opposite end of psychological wellness, portrayed fittingly as ‘polarity’, lies mania. In the narrative of ‘Quarantine’, Dankovsky enters a manic state when he learns about the impending necessity for him to defend his life literally, with armed looters on the rampage and law enforcement proving ineffective. Overwhelmed by these feelings, the protagonist appears to glide effortlessly, moving at an otherworldly pace. Initially, maintaining this state might seem beneficial – until one observes that such heightened mania depletes his vitality. Both apathy and mania can be induced, as Dankovsky, like the character in Bulgakov’s ‘A Young Doctor’s Notebook’, is not reluctant to experiment with psychoactive substances. His pockets brimming with more than just morphine. Although ‘Quarantine’ hints that Dankovsky will develop a tolerance for individual drugs and require larger doses over time, the scope of this demo version does not provide a clear picture of this progression.

In a similar fashion, Dankovsky’s mood isn’t solely influenced by chemicals; it can also be affected by external triggers. For instance, have you ever found yourself clenching your fists so tightly that they hurt, just to summon the willpower needed to act? Pathologic 3 presents numerous opportunities for players to engage with their surroundings in this manner – from kicking cans to reloading a revolver. These actions provide temporary relief from an overwhelming apathy. What’s intriguing is that Dankovsky suffers from misophonia, meaning he dislikes specific sounds intensely. This aligns perfectly with the game’s design, as certain environmental noises – such as swings on a playground or scratched vinyl records – can be particularly grating, to the point where they feel like they’re drilling into your skull. Occasionally, I found myself reacting in the same way when clicking on these objects during my journey through Quarantine. It felt like a game of self-inflicted frustration.

Pathologic is a game about dying.

Everyone Lies

In each new installment, the Pathologic series takes on a fresh approach, altering its gameplay mechanics significantly. The character of Dankovsky encounters these 12 days in a manner distinct from Artemy Burakh. When taking control of him, we are equipped with an entirely new set of tools. We’re no longer a self-taught shaman relying on instinct and homemade concoctions; instead, we become fully-fledged doctors, utilizing scientific methodologies, understanding patient diagnoses, and employing numerous Latin terms that Dankovsky takes pride in using.

In our medical practice, we interview patients who claim they are well but might be hiding symptoms, and we ensure they don’t consume alcohol on duty. We perform thorough physical examinations using bright light to detect any signs of disease on their bodies. Each body part can be scrutinized individually from various angles for a detailed analysis. Although Dankovsky identifies all the abnormalities himself, it’s still intriguing. By marking confirmed symptoms on the patient’s chart, we gradually eliminate possible illnesses until only one or two remain. This process resembles solving logic puzzles like “find 5 differences,” offering a dopamine rush and a feeling of achievement upon completion.

In a similar vein, a different doctor’s tale serves as a reminder that deception is common, and patients who are unwilling to acknowledge their fatal ailments are no exception. Often, the stories of patients and the insights derived from their physical condition do not paint a coherent picture. While it might be tempting to make a preliminary diagnosis and move forward in such cases, given that some games ensure players won’t err in the practice of medicine, it’s safe to say that Pathologic isn’t one of them. If we wish to provide comprehensive aid to the patient, an environmental interview could prove useful.

Undoubtedly, should we possess the ability and necessary means, the demo offers those resources. In the complete edition of the game, things might change occasionally. For the moment, we’re off to town carrying a sack of strychnine.

In my opinion, the aspect that left me most disheartened in Pathologic 3 is the absence of the grid-based inventory system, which I found incredibly engaging and strategic in Patho 2. In the previous game, arranging items like bottles, beetles, eggs, and morphine in my pockets was a time-consuming yet rewarding task. The decision between carrying a button, a chestnut, or a scalpel could have meant the difference between life and death. Regrettably, Pathologic 3 seems to have reverted to the original game’s system, where all items, regardless of their size or quantity, occupy a single inventory slot (the demo did not show any weight restrictions). I found this resource management aspect very satisfying and it’s unfortunate that it appears to be missing in the latest installment.

“I won’t give deadly poison to anyone, even if requested”

Traversing through the cityscape isn’t just about breathing in the ambiance or mapping out future moves. It also offers me a chance to try out two additional intriguing features exclusive to Dankovsky, particularly in the plague-stricken neighborhoods.

In simpler terms, the game Pathologic 3 appears to incorporate a mechanism that resembles euthanasia. This mechanic enables players to provide a swift, calculated dose of medication, with the intention of ending the misery of certain characters who are beyond help through conventional means.

Pathologic is a game about dying.

if left alone, the ill individual might have lived slightly longer, in torment and despair, but with less time. Euthanasia, as practiced by Dankovsky, seizes that very time. Intriguingly, he appropriates it for himself.

Let me clarify shortly what we’ll require, which is essentially borrowed time from others, often referred to as a combination or simply put, a shared pool of time resources.

In areas where the plague struck yesterday, you seldom come across sick individuals – only looters. Those who’ve crossed paths with these mysterious figures and heard “nu, davai” know the ordeal. Haruspex, as sturdy as an oak, might attempt to fight back in the tumultuous brawl that Patho 2 audaciously labeled a “melee combat system,” but fortunately, Dankovsky doesn’t need to engage. He carries a revolver and won’t hesitate to use it… once it’s been loaded, taking care to load it slowly and meticulously, bullet by bullet. You should always be mindful of how many bullets you’ve fired and have left.

In situations where ammunition is hard to come by and highly sought after, it’s often unwise to start shooting at everything that appears threatening. Instead, sometimes it’s more effective to make a show of force by pointing your weapon at potential threats – this isn’t a long-term solution, but it can work in certain instances.

“It’s hard to defeat a dragon, but one must try”

In your one-day isolation during Quarantine, death is inevitable, regardless of your flawless execution – accurate diagnoses, wise decisions, and complete eradication of threats. Even if you make a mistake somewhere along the line, you’ll still perish. This unfortunate fate is due to a blunder that your character made two days ago, one that eventually came back to haunt you.

During the course of the day, whispers grew into widespread anxiety and resentment that ultimately reached a boiling point. As the invisible, slippery pandemic continued to elude us, frustration shifted towards the one who enforced the lockdown – you.

Pathologic is a game about dying.

Do you recall those moments borrowed from life’s journey? We could utilize them to rectify past errors, revisit days gone by and revise decisions that proved regrettable. With enough combination, we can lift the ineffective restrictions and declare a new mandate to manage the city’s turmoil. We can command the burial of the deceased or bestow extra provisions to uplift their spirits.

We should persistently make attempts, time and again, until we achieve our goal. This might involve hitting a metaphorical wall or grasping tightly with determination.

Because you have to try.

If at times, just like you, I’m not feeling my best – take heart, things aren’t as grim. There’s medical assistance readily available to ease your symptoms, and there are supportive individuals ready to lend a helping hand.

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2025-04-04 13:34