Where can I see a good stream of this? Preferably with no or a minimal overlay and a commentator who's not trying to fill every second of air.
Sulmatul's is generally viewed as the best walkthrough, but he does speak quite a bit.
Where can I see a good stream of this? Preferably with no or a minimal overlay and a commentator who's not trying to fill every second of air.
If you look at your saves when loading in the bottom left it should say something like haruspex deaths: (number). It doesn't matter at first but after 5 or so deaths the world slowly starts changing and some weird stuff happens. But it doesn't punish story event progress or anything.
Oh, if you got infected, I don't think you actually died.
Under most circumstances, when you get infected, you faint almost immediately when you take a step outside rather than straight up die, then get teleported to a bunch of kids at the train station
Infection can be save-scummed, while proper deaths can't. On that note, with like 30 deaths, my character is walking around with slightly less than half max health. Still not as bad as an infection tho, that's a massive challenge increase, while incrementally lowered max meters from deaths mainly affect how far your good luck streaks can carry you.
^ I refuse to read any review that starts with a sentence that has the word "Soulsian" in it. Pathologic's theme of difficulty is quite different from Souls, and the basic failure to realize that means the review itself won't be worth shit beyond "the game's meant to be frustrating but it's still frustrating"
Despite the struggle, this is one of the most fascinating games I've played in years. I hope they'll take another look and actually play the game once the difficulty slider gets implemented... Although it might be too much to hope for anything more than a footnote on the existing review and a .5 bump in score.
By the way, how does The Void compare to this and the original Pathologic in terms of difficulty? I picked it up along with Classic months ago but never got around to it, so I was thinking of jumping into that afterwards.
This is partially second hand recalling rather than fully my own impression, and right when I started writing this post Jader7777 posted the difficulty patches that fans made I was going to mention, but I'll add a caveat to my awareness here.Despite the struggle, this is one of the most fascinating games I've played in years. I hope they'll take another look and actually play the game once the difficulty slider gets implemented... Although it might be too much to hope for anything more than a footnote on the existing review and a .5 bump in score.
By the way, how does The Void compare to this and the original Pathologic in terms of difficulty? I picked it up along with Classic months ago but never got around to it, so I was thinking of jumping into that afterwards.
My third restart was due to plague on day 4/5, so I would say yes.So is getting infected early on basically a death sentence? I'm only on Day 4 and I've just realized that sleeping won't heal me anymore because of it and I don't have any shmowders to fight it off.
Kinda is, I barely survived getting infected on Day 7 and having that cured on Day 9.So is getting infected early on basically a death sentence? I'm only on Day 4 and I've just realized that sleeping won't heal me anymore because of it and I don't have any shmowders to fight it off.
My third restart was due to plague on day 4/5, so I would say yes.
But like my Steam review says, I look at it as rehearsals for the final play. Show doesn't open until you get to the end for the first time. Then you can work on honing it.
The update finally was added to GoG. I was waiting for it to see what other fixes they added. Gonna jump back into this game this week.
I didn't see anything about the difficulty balance in the patch notes. That one is probably coming later. This had some tweaks to improve performance, FPS options, and some other tweaks.
I didn't see anything about the difficulty balance in the patch notes. That one is probably coming later. This had some tweaks to improve performance, FPS options, and some other tweaks.
I made a terrible mistake in doing what I did in my last post, so I restarted a 2nd time. This go around I'm trying to prioritize repairing the free knife so I actually have a viable combat option, since that's an area I severely overlooked last time and paid dearly for it.
One thing about the difficulty I saw mentioned in a Steam thread was that in general it very much feels like quicksand. The more you die, the more likely you are to die. The more your weapon degrades, the more resources it takes to repair it and the less damage it does... meaning you need to use it more, so it degrades more. Fail to administer antibiotics in an infected district, and it'll remain infected and a portion of the map is now vastly more dangerous to traverse. Failing once in any aspect leads you spiraling down a path of failure. There seems to be an optimal way to handle the game once you understand the mechanics at play - the barter economy, which sidequests are just wastes of time, etc. - so even if a roll of the die fucks you over in one aspect you can mitigate the damage. I don't know whether that's intended... the devs have made it very clear you are supposed to fail and deal with your failure, otherwise deaths wouldn't be persistent throughout saves on a single profile.
I don't know. I guess there's like a weird meta-meta aspect going on here where dying in a playthrough fucks you over irrevocably, but if you're willing to sink more time into retreading old ground you can wipe the slate clean and start anew with the knowledge you've gained. If you foresee yourself dying in combat, you can also just load an earlier save and get around the whole thing entirely. Save scumming in general still feels viable since deaths are the only things that inflict a persistent penalty, so there's no reason not to just reload if you get infected or get yourself stuck in a bad situation. Which feels really gamey. The discussion on difficulty and frustration serving an artistic purpose is incredibly interesting to me, but I can't help but wonder whether the implementation here could use some work. After a certain point the game feels less like accepting failure and more like striving for perfection.
Hopefully something in that rant came across coherently. I've been thinking about this game nonstop for a while.