Not knowing anything of any development, I had completely grieved the ides of a Pathologic updated Bachelor or Changeling route. Needless to say, but the news of 1) it's getting done ; 2) We have a release year ; 3) Release year is next year ; 4) It features bespoke game mechanics ; 5) It's a stand-alone game (meaning they can go ham on the bespoke coding) is warming my little heart :)
I had some thoughts regarding the charts depicted at 7:24 and 8:38. It seems to me that this chart is an actual changing UI element as you progress into the game. My guess is that the game models the effect of your chosen policies on contagion and unrest, and if either of them get to critical levels you have a fail state (town extinction). Since these effects are modeled several days into the future (with the effect of each intervention likely varying one day, two days, three days out etc. rather than being a static and immediate effect), you must intervene to be able to even progress further into the game. This is why you are able to see into future possibilities -- these are events that are predicted by the game's future modeling engine, as influenced by the matrix of decrees you make to affect the course of the epidemic. Whether these perceived future outcomes are scripted or come as a result of cumulative contagion/unrest variables remains to be seen. My prediction is that each new day will have a new set of confounding factors (outbreaks or violence in particular districts, shortages in food/water/medicine, worker strikes, new sources of plague spread) that can be addressed in each day with your available resources, while at the same time you are attempting to make progress on a vaccine. In changing the scope of player's actions from on the ground exploration/gathering/combat/medicine to discrete interventions that affect the entire town over multiple days, Ice-Pick Lodge is devising gameplay constructs that can be more nuanced in time than "heal guy > reputation go up, kill guy > reputation go down". In the former paradigm, the player must be able to see discrete effects of any individual action -- to communicate that a choice in gameplay affects reputation, it must be applied instantaneously. For scripted quest choices like sending suspicious water barrels to Lara's would-be shelter or instead having them all confiscated, the consequence is seen in the next day cycle and has no concrete knock-on effects days later (besides how they affect character illness or player choice, of course). By contrast in Pathologic 3, a choice like removing suspicious water barrels may increase unrest for two days and taper off, but tamp down on an explosion of contagion three days later. Balancing these two variables will be the key to success. Where Pathologic 2 focused on the complexity and depth in the spatial simulation of the epidemic, Pathologic 3 appears to focus on complexity and depth in the temporal simulation of the epidemic. This is not a walking simulator or a visual novel with some riddles to solve in dialogue. If anything, I expect to be impressed with IPL's ability to interweave a story with narrative richness on par with the gameplay nuance suggested here. Pathologic 1 obsessives will surely complain (as they did with Pathologic 2) that concessions to player agency constrain the authorial intent of the story as-written, but those of us who appreciate the thoughtful intersection of gameplay and story will enjoy IPL's artistic vision for this game. I am so on board.
Agreed, but I’d add that there are clearly still parts where you do navigate the town, which I suspect will also interact with the time mechanisms in some way. Perhaps Daniil can literally travel through time and will have to navigate the same space on different days, finding different things, as a demonstration of how the element of time interweaves in a fundamental way with the world around you. Kinda like the new Life is Strange game, in a way
@@whereisawesomeness oh yeah, I know there will still be some first person gameplay. They've said that it won't be a fully open world like P1 or P2 so I'm curious how that will work. They haven't clarified if we'll still be able to travel to different districts at will or if we'll be dropped into an area to solve problems back and forth through time. I hope we learn more soon.
READ AT YOUR OWN RISK The developers wanted to play around with non-linear storytelling and have the days go in different orders. It looks like the scene with the investigator will be the connecting one. The investigator will simply ask about different events touching on different days. The 44 crimes of the bachelor are what we will prevent.
there is another guess. The tool in the hands of the bachelor is not an infection sensor it is a tool for changing the past. In a special section of the city we will find points. With the help of the tool, enter zones like bioshock infinite.
@@eldonhill4840 Yes. What I wrote is not inside information. It was all in their VKontakte group (Russian Facebook) and the developers didn't really hide it and even asked "co-authors" about how to make the Bachelor's device look better. Russian fans even made very funny memes. In general, without malice or a sense of superiority/privilege, I feel a little sorry for the real Pathology fans who don't know Russian because they are losing a large layer of community memes. From the memes about the Bachelor's root being made for five years, you can already make a book and sell it for reading on the subway.
I find it interesting that the first and second game had the same hand-drawn typography for the title, but this one has a clean, designed one (not even print type). That is already priming us to expect a different vibe that isn't as... human-centric, maybe? Which would be accurate to our prickly prick.
I went looking around the map to find a few locations, so here's a few things of note: 1. The hanging child seems to change from Khan (1:27) to Notkin (1:30). Maybe this is going to be one of the 'mistakes' we get to make in the past that will have different consequences on the future. If we go by the Pathologic 2 map, we can see that these places don't currently have lampposts (along with some other details): - Khan: I feel like I've seen this archway before, but can't put my finger on it. The closest I can see is this: there's a Pharmacy very close to Isidor's house. East of that Pharmacy is a long horizontal road starting from the Pharmacy, going past a Grocery, and finally reaching the Termitary. On that road, at about the mid-point between the Pharmacy and the Grocery, look towards the Pharmacy. It's a little hard to see, but if you look at the roofs of the nearby buildings, it should be clear enough. - Notkin: Go to the Grocery mentioned above, head a tiny distance toward the Termitary, then look toward the Grocery signpost. This one is much more obvious. ─── 2. I think the office at 10:56 is in the Town Hall: - The pattern on the floor matches the style of the banners printed on the walls in the Pathologic 2 Town Hall. - The window style is also a perfect match to the Town Hall, whereas the windows for the 3 ruling families are all different styles. - The floor has a checkered pattern. The Town Hall has a similar pattern, except it's entirely square white tiles. The tiles for the other three houses don't match in any way. - It's Day 3, which is when the Town Hall gathers all of these characters for a meeting. I'm not convinced that everyone else, including the Haruspex and Georgiy, would willingly walk into the infected Rod just to have a meeting early in the day instead of going to the Town Hall. - The ceiling is the same as the ceiling in the Town Hall, though that's also the same as the ceiling in the Rod (Saburov's place). - At first; I thought that the view outside the windows looked incredibly dirty - as if there's plague surrounding the area and it's Day 3, implying it's the Rod. Looking at the windows in-game, though... They're all just kinda dirty. It's hard to notice in P2 until you get up close, so maybe that changed with the new engine. ─── 3. The library at 12:20 is a bit harder to get a read on, pun intended. If we assume that there aren't any significant design changes from Pathologic 2, then I'd guess it's in the Crucible: - The windows are very thin and curved at the top, which suggests that this is either the Crucible (the Kain's place) or the Lump (Fat Vlad's place). - The ceiling is quite similar to the ceiling of Victor Kain's wing of the Crucible, though strangely enough: not in his study where his bookshelves are located. - Although it's a bit hard to tell; it looks like the inner sides of the windows are white, and the walls they're embedded in are coloured red - this also matches up with Victor Kain's wing of the Crucible. We don't get to see much of the Crucible in P2 - we don't even see ANY of Georgiy's wing outside of his workshop - so there's plenty of Crucible rooms it could be. As far as I can tell, neither the Crucible nor the Lump have windows that match the 3-curtain pattern in the Steam image when they're viewed from the outside and inside, unless there's a bookcase that got shoved in front of a window (or if the right curtain is covering up a door, I guess -_-). The bookcases are also a different style to the ones found in-game, but I doubt that matters much. These are probably just elements that got redesigned for P3. ─── Some buildings could will be slightly different in Pathologic 3, and it's entirely possible I missed some important location. Do take all of this with a pinch of salt.
3:51 I'm really hoping that character is a new Inquisitor. The concept of the Inquisition is so interesting to me, we really needed more Inquisitor lore, I couldn't get enough of Aglaya.
6:19 (0:28 in trailer) There is note on a changing frame: "extremely dangerous" and some strange creepy eyeless face. And then this frame goes again. speed 0.25
14:32 is most likely one of the first attempts at making a panacea. My guess is Daniil looking at 3 different blood samples from 3 "remarkable" people who outlived the expected timeframe for the plague to kill them. He's trying to find the components in blood samples from each of them, thus the reagents, as in the components needed to make the panacea, which he is extracting from the samples.
incelemelerini çok beğeniyorum. azıcık bilgiden baya bir çıkarım yapıyorsun. dinlemesi çok keyifli :D bi de yıllardır bekliyordum ve görünce inanamadım XDD
I can’t believe it, so exciting that we’re getting a whole new game I also think there’s a large chance the device is related to the time mechanic rather than being the plague finder
Pathologic 2 was the game I've enjoyed more than any other in the past decade. On a side note, it is funny that I enjoyed Pathologic 2, Unicorn Overlord and Disco Elysium more than Elden Ring, RE4 remake and Cyberpunk... lol I still have yet to play BG3 though.
I'm super excited to explore the new areas. I also hope that there might be expansions to current buildings, like Vlad's mansion or something since there's so many doors you can't go through
I'm not loving the direction implied by the title "pathologic 3". The original was showcasing the same story from different perspectives and how radically different but equally valid all of them are. This implies a different story to be told sort of in the same spirit and timeframe as the Haruspex's but fundamentally not the same. It's not that I don't have confidence in the writing; ofc I do. It's just that: 1. It makes Pathologic seem like a series of consecutive games. Pathologic (classic) is a singular experience. I was kinda expecting the Haruspex's, the Bachelor's, and the Changeling's stories to work as a trilogy, but now the titles can't work. What I had *imagined* would happen was Patho 2 to be renamed Pathologic (2): Haruspex, and have a new Pathologic (2): Bachelor. 2. I am getting the impression that their vague long term plan is to make a Pathologic 4 for Clara and then go on to make Pathologic 5 and so on. Changing Pathologic from a singular story into a kind of menagerie of different stories with similar events unfolding but different themes both textual and metatextual. It must be pointed out that until the game is out we can't really speculate accurately about the future, but although I am stoked and plan on playing the game the moment it releases, I have a strange hunch about the future. Also, If they give Daniil (the rational utopian dreamer) time shenanigans, wtf will Clara (the metaphysically inclined on) do? Go splitscreen and control twice like that co-op flash game?
i will be freezing myself until release
IM SO HAPPY FOR US ANDY I LOVE YOUR CONTENT!!!
THE PANACEA IS REAAAL!!!
Real ones are more hyped for this than GTA6
We got patho 3 before GTA VI, I could've never predicted it
@@erusean8492broooo atp we'll get a plague of our own before GTA6 😂 next year's gonna be a good time for gaming
wtf is GTA?
@@tr-qr7pw Great Tits Ahead
Not knowing anything of any development, I had completely grieved the ides of a Pathologic updated Bachelor or Changeling route.
Needless to say, but the news of 1) it's getting done ; 2) We have a release year ; 3) Release year is next year ; 4) It features bespoke game mechanics ; 5) It's a stand-alone game (meaning they can go ham on the bespoke coding) is warming my little heart :)
I had some thoughts regarding the charts depicted at 7:24 and 8:38.
It seems to me that this chart is an actual changing UI element as you progress into the game. My guess is that the game models the effect of your chosen policies on contagion and unrest, and if either of them get to critical levels you have a fail state (town extinction). Since these effects are modeled several days into the future (with the effect of each intervention likely varying one day, two days, three days out etc. rather than being a static and immediate effect), you must intervene to be able to even progress further into the game. This is why you are able to see into future possibilities -- these are events that are predicted by the game's future modeling engine, as influenced by the matrix of decrees you make to affect the course of the epidemic. Whether these perceived future outcomes are scripted or come as a result of cumulative contagion/unrest variables remains to be seen. My prediction is that each new day will have a new set of confounding factors (outbreaks or violence in particular districts, shortages in food/water/medicine, worker strikes, new sources of plague spread) that can be addressed in each day with your available resources, while at the same time you are attempting to make progress on a vaccine.
In changing the scope of player's actions from on the ground exploration/gathering/combat/medicine to discrete interventions that affect the entire town over multiple days, Ice-Pick Lodge is devising gameplay constructs that can be more nuanced in time than "heal guy > reputation go up, kill guy > reputation go down". In the former paradigm, the player must be able to see discrete effects of any individual action -- to communicate that a choice in gameplay affects reputation, it must be applied instantaneously. For scripted quest choices like sending suspicious water barrels to Lara's would-be shelter or instead having them all confiscated, the consequence is seen in the next day cycle and has no concrete knock-on effects days later (besides how they affect character illness or player choice, of course). By contrast in Pathologic 3, a choice like removing suspicious water barrels may increase unrest for two days and taper off, but tamp down on an explosion of contagion three days later. Balancing these two variables will be the key to success. Where Pathologic 2 focused on the complexity and depth in the spatial simulation of the epidemic, Pathologic 3 appears to focus on complexity and depth in the temporal simulation of the epidemic.
This is not a walking simulator or a visual novel with some riddles to solve in dialogue. If anything, I expect to be impressed with IPL's ability to interweave a story with narrative richness on par with the gameplay nuance suggested here. Pathologic 1 obsessives will surely complain (as they did with Pathologic 2) that concessions to player agency constrain the authorial intent of the story as-written, but those of us who appreciate the thoughtful intersection of gameplay and story will enjoy IPL's artistic vision for this game. I am so on board.
Agreed, but I’d add that there are clearly still parts where you do navigate the town, which I suspect will also interact with the time mechanisms in some way. Perhaps Daniil can literally travel through time and will have to navigate the same space on different days, finding different things, as a demonstration of how the element of time interweaves in a fundamental way with the world around you. Kinda like the new Life is Strange game, in a way
@@whereisawesomeness oh yeah, I know there will still be some first person gameplay. They've said that it won't be a fully open world like P1 or P2 so I'm curious how that will work. They haven't clarified if we'll still be able to travel to different districts at will or if we'll be dropped into an area to solve problems back and forth through time. I hope we learn more soon.
the thing about the film reel...maybe now it is a movie and not a theatre play in town?? haha
READ AT YOUR OWN RISK
The developers wanted to play around with non-linear storytelling and have the days go in different orders. It looks like the scene with the investigator will be the connecting one. The investigator will simply ask about different events touching on different days. The 44 crimes of the bachelor are what we will prevent.
44 points in the accusation. 11 days with tasks in both games (the 12th day is always the day of choice) it turns out that each day will have 3 tasks.
Pathologic: Folie a Trois
there is another guess. The tool in the hands of the bachelor is not an infection sensor
it is a tool for changing the past. In a special section of the city we will find points. With the help of the tool, enter zones like bioshock infinite.
That was my thought too, I think they said something in the blog post from 2022 that suggested that was the case too
@@eldonhill4840 Yes. What I wrote is not inside information. It was all in their VKontakte group (Russian Facebook) and the developers didn't really hide it and even asked "co-authors" about how to make the Bachelor's device look better. Russian fans even made very funny memes. In general, without malice or a sense of superiority/privilege, I feel a little sorry for the real Pathology fans who don't know Russian because they are losing a large layer of community memes. From the memes about the Bachelor's root being made for five years, you can already make a book and sell it for reading on the subway.
Hey Andy, congratulations great news today!!!😊
I find it interesting that the first and second game had the same hand-drawn typography for the title, but this one has a clean, designed one (not even print type). That is already priming us to expect a different vibe that isn't as... human-centric, maybe? Which would be accurate to our prickly prick.
14:56 "Hardman"
:^)
Me when Pathologic 3 is announced.
OMG I CANT BELIAVE THIS AAAAAAAA
me tooo😭😭😆
I went looking around the map to find a few locations, so here's a few things of note:
1. The hanging child seems to change from Khan (1:27) to Notkin (1:30). Maybe this is going to be one of the 'mistakes' we get to make in the past that will have different consequences on the future. If we go by the Pathologic 2 map, we can see that these places don't currently have lampposts (along with some other details):
- Khan: I feel like I've seen this archway before, but can't put my finger on it. The closest I can see is this: there's a Pharmacy very close to Isidor's house. East of that Pharmacy is a long horizontal road starting from the Pharmacy, going past a Grocery, and finally reaching the Termitary. On that road, at about the mid-point between the Pharmacy and the Grocery, look towards the Pharmacy. It's a little hard to see, but if you look at the roofs of the nearby buildings, it should be clear enough.
- Notkin: Go to the Grocery mentioned above, head a tiny distance toward the Termitary, then look toward the Grocery signpost. This one is much more obvious.
───
2. I think the office at 10:56 is in the Town Hall:
- The pattern on the floor matches the style of the banners printed on the walls in the Pathologic 2 Town Hall.
- The window style is also a perfect match to the Town Hall, whereas the windows for the 3 ruling families are all different styles.
- The floor has a checkered pattern. The Town Hall has a similar pattern, except it's entirely square white tiles. The tiles for the other three houses don't match in any way.
- It's Day 3, which is when the Town Hall gathers all of these characters for a meeting. I'm not convinced that everyone else, including the Haruspex and Georgiy, would willingly walk into the infected Rod just to have a meeting early in the day instead of going to the Town Hall.
- The ceiling is the same as the ceiling in the Town Hall, though that's also the same as the ceiling in the Rod (Saburov's place).
- At first; I thought that the view outside the windows looked incredibly dirty - as if there's plague surrounding the area and it's Day 3, implying it's the Rod. Looking at the windows in-game, though... They're all just kinda dirty. It's hard to notice in P2 until you get up close, so maybe that changed with the new engine.
───
3. The library at 12:20 is a bit harder to get a read on, pun intended. If we assume that there aren't any significant design changes from Pathologic 2, then I'd guess it's in the Crucible:
- The windows are very thin and curved at the top, which suggests that this is either the Crucible (the Kain's place) or the Lump (Fat Vlad's place).
- The ceiling is quite similar to the ceiling of Victor Kain's wing of the Crucible, though strangely enough: not in his study where his bookshelves are located.
- Although it's a bit hard to tell; it looks like the inner sides of the windows are white, and the walls they're embedded in are coloured red - this also matches up with Victor Kain's wing of the Crucible.
We don't get to see much of the Crucible in P2 - we don't even see ANY of Georgiy's wing outside of his workshop - so there's plenty of Crucible rooms it could be.
As far as I can tell, neither the Crucible nor the Lump have windows that match the 3-curtain pattern in the Steam image when they're viewed from the outside and inside, unless there's a bookcase that got shoved in front of a window (or if the right curtain is covering up a door, I guess -_-). The bookcases are also a different style to the ones found in-game, but I doubt that matters much. These are probably just elements that got redesigned for P3.
───
Some buildings could will be slightly different in Pathologic 3, and it's entirely possible I missed some important location. Do take all of this with a pinch of salt.
15:03 Wasn't Blacky the name of the kid in Marble Nest? His father died of stroke, I think
I believe this is correct!
WE ARE BACK BABYYYYY🎉🎉🎉🎉
3:51 I'm really hoping that character is a new Inquisitor. The concept of the Inquisition is so interesting to me, we really needed more Inquisitor lore, I couldn't get enough of Aglaya.
I'm so stoked 🎉🎉🎉🎉🎉
Yeah! It's pretty good work! 🔥
I'm slightly weirded out they're not adding Bach to Path2 but this makes sense, i'm excited
surely we need dlc for a 6 year old unoptimized game, plus this route grew way too big for a dlc
6:19 (0:28 in trailer) There is note on a changing frame: "extremely dangerous" and some strange creepy eyeless face. And then this frame goes again.
speed 0.25
14:32 is most likely one of the first attempts at making a panacea.
My guess is Daniil looking at 3 different blood samples from 3 "remarkable" people who outlived the expected timeframe for the plague to kill them. He's trying to find the components in blood samples from each of them, thus the reagents, as in the components needed to make the panacea, which he is extracting from the samples.
incelemelerini çok beğeniyorum. azıcık bilgiden baya bir çıkarım yapıyorsun. dinlemesi çok keyifli :D bi de yıllardır bekliyordum ve görünce inanamadım XDD
😭im so happy😭😭
we're so back
I can’t believe it, so exciting that we’re getting a whole new game
I also think there’s a large chance the device is related to the time mechanic rather than being the plague finder
HOLY CRAP FINALLY
Pathologic 2 was the game I've enjoyed more than any other in the past decade.
On a side note, it is funny that I enjoyed Pathologic 2, Unicorn Overlord and Disco Elysium more than Elden Ring, RE4 remake and Cyberpunk... lol I still have yet to play BG3 though.
His lab is surely at eva's place
lol “unfortunately im illiterate at reading cursive,”
I CANT WAIT IM GOING TO EXPLODE
Yooooooooo, I fell in love with pathologic 2, and I hope this hits consoles as well.
We getting Pathologic 3 before Gta VI 😭
So epic. So freaking JEPIC
OMG LETS GOOOOOOO
yiiiiPPPEEEEE
I am freaking out, right now. 😃
My nerdy gay heart is beating SO FAST!!!
HOLY STUFFING CAKE THIS IS INCREDIBILE
cheers!
We are eating GOOD 👏👏👏👏
I'm super excited to explore the new areas. I also hope that there might be expansions to current buildings, like Vlad's mansion or something since there's so many doors you can't go through
Holy shit, this is GOOD news!
Oooook?
Weird but I like it
BRING OUT THE TWYRINE
NO WAY WE ARE SO BARAK*
The good thing is that my old Pc will can run it. Can delay the pc upgrade
LETS GOOOOOOOOO
I got this and an Alien Isolation sequel announced the same day. Exciteddddd
is Nikolay Dybwoski still involved? because that would suck so much
get well
They're back omg I'm crying 😢😢😢
I'm not loving the direction implied by the title "pathologic 3". The original was showcasing the same story from different perspectives and how radically different but equally valid all of them are. This implies a different story to be told sort of in the same spirit and timeframe as the Haruspex's but fundamentally not the same. It's not that I don't have confidence in the writing; ofc I do. It's just that:
1. It makes Pathologic seem like a series of consecutive games. Pathologic (classic) is a singular experience. I was kinda expecting the Haruspex's, the Bachelor's, and the Changeling's stories to work as a trilogy, but now the titles can't work. What I had *imagined* would happen was Patho 2 to be renamed Pathologic (2): Haruspex, and have a new Pathologic (2): Bachelor.
2. I am getting the impression that their vague long term plan is to make a Pathologic 4 for Clara and then go on to make Pathologic 5 and so on. Changing Pathologic from a singular story into a kind of menagerie of different stories with similar events unfolding but different themes both textual and metatextual.
It must be pointed out that until the game is out we can't really speculate accurately about the future, but although I am stoked and plan on playing the game the moment it releases, I have a strange hunch about the future. Also, If they give Daniil (the rational utopian dreamer) time shenanigans, wtf will Clara (the metaphysically inclined on) do? Go splitscreen and control twice like that co-op flash game?
Maybe Clara's metaphysicality will obligate you to modify the game files ala DDLC, which makes her transcend "normal" game mechanics.
😀😀😀