As my immune system does battle with the virus that, as I write, is causing mucus to pour from my nasal cavity it seems only apt that the game being given an hour of special attention is named Pathologic.
What is it?
An action (apparently)/adventure game from Ice-Pick Lodge. It’s Russian, badly translated and wasn’t exactly held aloft by the mainstream gaming press so you’re forgiven if you’ve never heard of it.
Why’d you buy it?
Why did I go for an informal second-person phrasing for this question? Surely ‘Why did I buy it’ would have been a better title. Oh well, I bought Pathologic thanks to Quintin Smith’s epic three piece article on the game for Rock, Paper, Shotgun as well as John Walker’s Eurogamer review in which he gave the game 6/10 and described it as “Oblivion with cancer” and still made it sound essential. Gamersgate frequently have it on sale.
The Playtest
0:01 – It takes me a while to get into the game while I have an argument with the settings menu over my PCs specifications. It’s auto-detect system has decided that I need the lowest settings for everything but I’m pretty convinced my machine can handle a Russian adventure game from 2005.
2:00 – Yeah, I wasn’t wrong. Jesus Christ the character models are ugly. The opening cutscene is showing creepy children burying what I assume is a baby. The children look creepy as fuck but I’m not sure if that’s because they are meant to look creepy as fuck or they just don’t have any animated facial expressions. Probably both.
4:00 – There are three people talking on a stage. I can move during this bit but can’t really do anything except walk to a door. I do that, because I can’t really make out what the people are saying.
4:30 – I’ve been given three character choices. I pick the first, The Bachelor, purely because I’d heard that the most effort had gone into translating him.
6:00 – Another cutscene. I assume that’s my character walking down the street, interspersed with shots of other characters. I’m not getting much sense of anything happening. [Tense-break alert] Actually the only thing I’ve got written on my notepad for this cutscene is “This cutscene is running at 2600 frames per second!” which should give some indication of how enthralled I was by it [End of tense-break alert]. Skip.
9:00 – Oh dear God, the loading! I’ve not actually got into the actual game yet.
10:00 – I finally have a mission: Find Simon Kain, a man of “remarkable longevity”. It seems Simon could help further my research, whatever that may be. I’m starting to regret skimming over the character profiles.
13:00 – I’ve just spent a couple of minutes fiddling with the mouse sensitivity which, despite being about 1/8th of the maximum by default, seemed to replicating the sensation of having a character on a hyperactive Segway. I then spent an entire minute looking for the door out of my room although, to be fair, that could be a result of my current diminished sense of anything.
14:00 – I think the woman I’m talking to is meant to be attractive. I also get the impression she’s flirting with me although I can’t exactly confirm this from the dialogue: “I hope you didn’t feel any lack of something because I am very happy you are here, Daniel, did you?”

15:00 – Ah, it appears my character is searching for a cure for death. That’s bound to go well.
19:00 – I’ve been advised to see Victor and Maria before approaching Simon, advice I’m all too happy to follow. As I step outside two figures are stood at the gate. They look as if someone once described a fancy dress party to them but completely missed the part about not being creepy as shit.

19:30 – The birdman has just got all meta on me. “I have a few words to tell you about the circumstances of time and place. These are just technical information. It has nothing to do with the matters at stake, but it is tradition to tell the actor what to do, when he comes out onto the stage, otherwise he’ll fall off it.” The two main points seem to be 1) things can be irrevocably missed and 2) you can’t trust anyone (even the birdman). This is actually quite exciting. It’s all too rare these days for a game not to make every single detail available. Open world games, especially, seem to always leave the ability to attain that 100% completion. Now I’m being told that if I’m not careful I can miss whole events.
24:00 – A conversation with anyone, especially creepy masked people, seems to take a long time. I’m finally free to head to the Kains’ house, where I fully expect to be greeted with more conversation. Also, and it really can’t be avoided, as much as I hate tiresome graphics whores, this game is seriously fucking ugly. Every texture and model screams bland and low-res.

The draw distance is staggering.
29:00 – I’ve met with Victor who has told me to go and find George. He didn’t feel it necessary to tell me where George was.
30:00 – I’ve met with Maria who has told me to go and find George. She did tell me where George was, but her explanation didn’t make a lot of sense. Fuck it, I’m going to the wing that houses Simon.
32:00 – Ah, George was there instead. Apparently Simon, the immortal, has been murdered. That’s a bit of a shitter.
36:00 – George is asking me to find Simon’s killer. He’s taking a hell of a lot of words to do so. I’ve not yet been given an option to tell anyone I think Simon is a rubbish name for an immortal, but I’ll keep a look out.
39:00 – Victor has even more words for me. Highlights include the fact that Simon worked in a room that didn’t technically exist; that Simon did exist, but it would have been a lot simpler if he didn’t; and that I’ll find Simon’s killer if I look for him, which I suppose makes sense.
40:00 – The last person to see Simon alive is a man named Isodor, who is also the colleague that wrote for my character to come to this place. Unfortunately he lives miles away and the motion speed in this game is somewhat glacial.
47:30 – Maria has given me a list of ‘Adherents’ whom I need to keep alive. Somewhat conveniently she’s put her own name on this list. I only bring it up because the pictures that go with each name are genuinely hilarious.

I must point out that Mark Immortal is my new favourite name for any game character, ever.
48:00 – As I walk out the door to head toward Isodor I find the two creepy masked dudes stood waiting for me. They’re becoming a little unsettling.
51:00 – I’ve just talked to a character named ‘Woman’. The creepy birdman wasn’t lying when he said I’d be able to tell who wasn’t important.
54:00 – Dammit! Fences! Until developers realise that real people can climb, fences will remain the game character’s natural enemy. So will rock formations and low walls.
57:00 – Oh come on! I arrive at Isodor’s house only to be told he’s been murdered. Can nobody in this stupid town stay alive for 15 minutes?!
58:30 – I can’t inspect Isodor’s house until I get permission from some person who isn’t on my ‘must live’ list and, as such, may end up getting murdered to appease my annoyance at all this walking.
1:00:00 – I take a slight detour to my next location, more by mistake than any desire to enjoy the scenery, and come across a group of locals burning a woman. They seem upset when she dies because, apparently, she wasn’t meant to do that.
Conclusion:
It’s fairly clear that I’ve not even uncovered the mystery of the story yet, let alone come close to resolving anything. I’ll probably continue with Pathologic at some point as, despite all its problems (bad translation; shit graphics and character models; the fact it takes an age to walk anywhere), there are some interesting key mechanics at work that I’d like to explore further. Of course, during my hour I didn’t experience anything that would even remotely resemble action. Whether I’ll persevere with the game or not is going to seriously depend on just how sucky the combat ends up being. Either way, I’ll probably write more on this as the game starts to reveal itself.
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