I’ve rummaged through Laura’s house and found huge amounts of food before. Maybe it’s accumulative or something, but check back another time maybe. Although, it sounds like you’re learning what it takes to survive through the hobo economy so I’m sure you’ll figure it out.
Finished day 2 and my club is gonna meet tomorrow to share thoughts. I’m amazed that one of my friends thought to turn himself in on day 1 so I’m pretty excited for how are paths will diverge
Is it recommended to restart the game at a certain point? I haven’t reloaded earlier saves so far and I plan on soldiering on for as long as possible but I’m not confident I’ll make it.
There’s no specific point that anyone suggests to restart at, I think. You probably know best if you are really in a spot that’s not survivable, but definitely the thing to struggle against is the thought that there’s nothing you can do - because truly you can probably go mug someone and steal their food, or sell something valuable, etc. Those are the times where I think the game works to get you in and expects you to get yourself out of
But it’s hard! Keep us updated on your adventure, I’m always interested to hear and talk about Patho 2.
I’m on the evening of Day 3 right now and my near future is survivable. Out of my group of friends that I’ve brought along for the ride, one is at the same point yet has died >7 times. I’m not sure what to tell him because he seems ready to quit.
I like the desperation and unclear objectives in Pathologic 2. I haven’t died yet, but I’ve come very close more than once. However, my motivation waned and I haven’t returned to the game in a couple weeks because
The PS4 version crashes periodically. I don’t always remember to save and I end up having to take the same slow-walking trips more than once.
The game introduced crafting. There are clues about where to find the elements, how to combine them, and what the products do, but just thinking about figuring that out and taking notes is exhausting. (I’m averse to crafting in general, with rare exceptions such as the forge in Dragon Quest 11.) I’d thought this game would be better without using a guide, but I may find and print a tincture guide when I next return to it.
since at least 1 other person is also playing this rn (and to encourage more to play!! ((also, as of right now, i think it’s still 20% off)) i thought i’d write out what’s been helpful for me so far. though, in general, i find it’s less severe than path2.
losing all of the amalgam will kill yr saves, so it’s helpful to remember where mirrors are located. they “respawn” every new day, but if you’ve already played through the day before and smashed them, they’ll still be gone. the maw has a lot of them
talking to eva at end of day and visiting the cathedral once a day will give you a boost of free time
much like how when one doomscrolls late at night only to look up in horror to see that hours have passed- apathy will drain your amalgam and rob you of your time. i find it’s easier to whip up medicines to cure the health loss that occurs with having some manic panic, but ymmv
when you’re diagnosing patients, hit that observe button to note any physical changes and record it in your notebook. when you do this and exit out of the physical exam mode, you can discuss what you’ve noted with the patient. some of them will still tell you some bs, but still
it has been very helpful to find the shabnak’s suture in infected areas so you can launch a vaccine bomb at her. it helps keep infected areas at bay
dankovsky’s powers of observation is really useful for finding out about things. spam that Q button
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anyway, i’m on day 2 after having done a lot in day 4 and 3. but now i’m seeing that this day will make me want to do some of those days over again. it was a real pleasure seeing my girl murky again. missed that little pigpen. woops, enough posting, time to play
another thing to keep in mind is that while we have been blessed with the power of time for once in this series some decisions require you to restart the entire chain of events to undo, some you can go back and fix the moment you fucked up, and some decisions are permanent. So it’s still pathologic wahooo. The game tells you if you’re committing to something irreparable though (at least so far)
This play keeps getting more and more out of control every time they put it on!!!
this game has a really really good mix of like, “putting out fires” style design that Firaxis tried to overindex on in later years as they hired more board game designers and also regular videogame narrative storytelling
the UI is kind of awful on a laptop without a controller though and this isn’t the kind of game I usually enjoy sitting at my desktop to play so I’m not far into it yet
this town is a nightmare half remembered, things different upon waking. did i walk into a trap or is it a labyrinth of my own design? the winds are moving in a different direction, changing history as it unfolds. i walked down a cursed street and saw my end. even with the power to change the clocks, i still don’t have the time to do all i need to do. death remains on my heels and over the horizon. why so jittery dankovsky
I’m early in this but I like everything about it so far. there’s more tension in the dialogue than in 2, but that’s partially because it’s easier to set up. in this game you’re a true outsider and a reasonably straitlaced (though drug addled!) scientist, so you get plenty of ‘what the fuck are you saying to me’ dialog options, and people will often treat you like you don’t know anything, since you don’t. in 2 everyone hated you and assumed you knew what the fuck they were talking about, and the haruspex had a lot on his mind, so your dialog options were often just as cryptic as what you were being told. that ruled in 2! in 3 the dialog still rules, but probably a touch less so? to make up for it, it’s more consequential. in practice I end up butting heads with the dialog options a lot because I care way more about the cryptic bullshit in the town than dankovsky ever reasonably would outside of his narrow obsessions. but that’s the price you pay for something this fleshed out.