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Igre koje najviše očekujemo

Started by ridiculus, 22-08-2014, 20:33:00

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Meho Krljic

Pa, za to nam je Alah dao JuTjub, nije potrebno da se igra kupuje.  :lol:

neomedjeni

Gamebanshee rivju Grim Dawna, igre koja je opasno zainteresovala mnoge zaklete hekenslešere, kako ovde na forumu, tako i diljem sveta. Pa, Siven Karter kaže da ovde uglavnom imamo mnogo buke ni oko čega, ali ostavlja mogućnost da greši (odnosno, nesiguran je u svoj stav) zato što se Grim Dawn svima ostalima baš baš sviđa.


http://www.gamebanshee.com/reviews/116963-grim-dawn-review.html



In some ways, Grim Dawn is a very nice game.  It is outstanding in giving you different ways to build your character and thrive in combat, the combat itself is tough and satisfying, and there is plenty of interesting equipment to find and use.  But for me, most of those positives are derailed by a long, overly-padded campaign.  All of the repetition and trash fights left me bored, and when I finished the veteran campaign with my Warder, I just couldn't muster any enthusiasm to get him very far in the elite campaign.  Once was enough.


That being said, everybody else seems to love Grim Dawn, so it might just be one of those games where we agree to disagree.  If you're like me and you prefer your games -- even your action role-playing games -- to have interesting stories, memorable characters, and quotable dialogue, then you might respect the competency of Grim Dawn, but I don't know that it will excite you.  But if you just need creatures to kill and stuff to loot, then you match Grim Dawn's focus, and you might get hundreds of hours of enjoyment out of the game, and for a pretty modest price, too.

Meho Krljic

Volim što drug Neomeđeni radi community service i za igre prema kojima oseća samo najdublje organsko gađenje na osnovu pukog žanra kome pripadaju provajduje informacije za nas ostale. To je usluga zajednici i neće biti zaboravljena kad đavo dođe na naplatu.


Elem, još malo do Dooma!!!!!!!


http://youtu.be/ZQj2jfw7ODM

neomedjeni

Quote from: Meho Krljic on 28-03-2016, 12:03:27
Volim što drug Neomeđeni radi community service i za igre prema kojima oseća samo najdublje organsko gađenje na osnovu pukog žanra kome pripadaju provajduje informacije za nas ostale. To je usluga zajednici i neće biti zaboravljena kad đavo dođe na naplatu.


Ma, u zlo čovek uvek može da se pouzda, to nije problem. Bolje, stoga, da mi se ovo upamti za onaj momenat u kom Bog dođe po svoje.  :lol:

ridiculus

Nekoć sam mislio da je razumno da tvrdokorni fan nekog žanra (recimo, RPG-a) više voli nešto što ima elemente tog žanra (recimo, koljački RPG) nego nešto što ih nema nimalo (recimo, "trkačku" igru poput Race the Sun). Avaj, "mislio"...  :-x xdrinka
Dok ima smrti, ima i nade.

neomedjeni

Ne bih bio kompetentan da komentarišem tvoj stari stav, ja sam ipak neko ko demokratski prezire sve što nije RPG žanr u svom najčistijem, arijevskom obliku.  :evil:

Meho Krljic

Nije primereno gospodi da se hvale svojim ograničenjima, druže Neomeđeni, ali hajde, možda je to samo neophodna faza u prevazilaženju tih ograničenja. Ne osuđujemo, pružićemo pomoć.

Elem, evo još malo pisanja o Below, a onda i jedan video koji, mislim, nije bio ovde (a sad vidim da je publikovan 28. marta, dakle nije):



The miniature mysteries of Below


http://youtu.be/fenHlifBDsk

ridiculus

Neomedjeni bi verovatno glasao da se dotični podžanr, koji ja prevodim kao koljačine (hack & slash), nazove zvanično roleplaylike. Ili, još bolje, roleplaylite. :lol:
Dok ima smrti, ima i nade.

Petronije


ridiculus

Pa, kad se na kraju igre okreneš i pogledaš šta si radio, to je to. Posle malo uhodavanja, normalno.
Dok ima smrti, ima i nade.

neomedjeni

Samo da ispravim druga Meha i naglasim da se ja ne hvalim svojim ograinčenjima, već neograničenošću svojih ograničenja.  :lol:


Ridiculus, gde treba da glasam?  xjap

Meho Krljic

Ovo je najomeđenija definicija neomeđenosti koju smo do sada čuli.   :lol:


Nego, ja sam uvek hack & slash doživljavao kao opis mehanike a ne ime žanra. I Dark Souls i Devil May Cry su hack & slash igre kao i Diablo ali se veoma razlikuju u pogledu nekakve bliže žanrovske pripadnosti.


ridiculus

Odnosilo se na hack & slash RPG-ove, iliti akcione RPG-ove, iliti RPG-olike akcije, koji su uglavnom fantazijske tematike, pa stoga mora da se udara hladnim oružjem a ne vatrenim...

No, prevod ostaje za sve igre takve mehanike. :)
Dok ima smrti, ima i nade.

neomedjeni

Quote from: Meho Krljic on 29-03-2016, 10:11:53
Ovo je najomeđenija definicija neomeđenosti koju smo do sada čuli.   :lol:

Radije gledam na nju kao najneomeđeniju definiciju omeđenosti, ako već moram da biram.

Meho Krljic

Važno je, druže Neomeđeni, da vas ta omeđenost ne ometa u svakodnevnim radnjama. Da ste jedna visokofunkcionišuća omeđena osoba.

Quote from: ridiculus on 29-03-2016, 10:14:17
Odnosilo se na hack & slash RPG-ove, iliti akcione RPG-ove, iliti RPG-olike akcije, koji su uglavnom fantazijske tematike, pa stoga mora da se udara hladnim oružjem a ne vatrenim...

No, prevod ostaje za sve igre takve mehanike. :)



Ma, jasno, ali i Diablo i Dark Souls su akcioni RPGovi a igraju se sasvim različito.

neomedjeni

Kako za koga, druže Meho. Kako za koga.  :lol:

Meho Krljic

Šta "kako za koga"? Tvrdite da ima ljudi koji ne razlikuju Dark Souls od Dijabla ili šta?  :shock:

Father Jape

Ne, nego da za arijevce nisu RPG-ovi. :lol:
Blijedi čovjek na tragu pervertita.
To je ta nezadrživa napaljenost mladosti.
Dušman u odsustvu Dušmana.

Meho Krljic

Za arijevce je sam život RPG. Oni su originalni LARP-eri  :lol: :lol: :lol:

neomedjeni

RPG je život, sve ostalo su sitnice.  :evil:

Meho Krljic

Nego da se rano zapljunemo sa igrom Shadow of Mordor 2 za koju se saznalo da postoji na osnovu CV-ja kaskaderke koja glumi u CGI video klipu koji se trenutno pravi da bi igru najavili na E3-ju. Možda  :lol: :lol: :lol: Ama meni je prva igra veoma prijala, imana drugom topiku gomila mojih videa, pa se radujem ovome. Još ako bude žensko u glavnoj ulozi i napišu je bolje nego junaka prve - milina!!!!!!!!!

neomedjeni

Ako Tolkin sad ne ustane iz groba, totalno ću se razočarati u zombije.  :lol:

Meho Krljic

Pa, kad nije ustao zbog ekranizacije Hobita, za ovo će ga verovatno mrzeti  :lol: :lol: :lol:

neomedjeni

U to se već ne razumem, odgledao sam samo prvi film i odustao od gledanja preostalih.

Meho Krljic

Eto, druže Neomeđeni u čemu se ogleda vaša superiornost u odnosu na, na primer mene. Dakle ne u neigranju na konzolama ili preziru prema hekendslešerima, nego u tome što cenite svoje vreme. Kvalitet koji treba prepoznati i negovati!

Meho Krljic

Život me je juče sprečio da kupim  Street Fighter V - a pošto netkod još nije ispeglan, onda i nije šteta - pa tako legitimno mogu i dalje da kačim zanimljive tekstove o njemu na baš ovaj topik  :lol:



Meet the tester who changed Street Fighter

neomedjeni

Quote from: Meho Krljic on 30-03-2016, 15:09:49
Eto, druže Neomeđeni u čemu se ogleda vaša superiornost u odnosu na, na primer mene. Dakle ne u neigranju na konzolama ili preziru prema hekendslešerima, nego u tome što cenite svoje vreme.


xrofl xrofl xrofl

Meho Krljic

Eh, ne znam da li ovu igru baš najviše očekujemo, ali pre alpha futidž ogre Tokyo 42 deluje kao nadahnuto dete GTA i Syndivate  :-| :-| :-|


http://youtu.be/Bo_K8xkFx70

Meho Krljic

Dakle, Square-Enix je organizovao veliki javni događaj da bi nas informisao o uzbudljivim novostima vezanim za Final Fantasy XV. Iz nekog razloga, dali su Gregu Mileru da ga vodi. Gerg je popularni gejming novinar/ prezenter/ jutjuber ali je i poznat po tome da ne igra Final Fantasy igre... Enivej, snimak celog događaja (trosatni, pošto SE ništa ne rade na sitno):

http://youtu.be/4AptAyPIL88

Ali evo i informacije rasparčane na delove lakše za varenje:
Final Fantasy XV Releasing September 30, Says Now-Private GameSpot Video
Final Fantasy XV Gets A Five-Episode Anime Prequel [Update: Watch Episode One Here] Final Fantasy Movie Coming This Year With Game of Thrones, Breaking Bad Actors Square Enix Slips A Free-To-Play Mobile Game Into FFXV
Pa onda novi demo:


http://youtu.be/jbTLPsEcdb8



Nightflier

https://youtu.be/5SQzum0awnI

Pretpostavljam da Lost Ark ne zanima nikoga ovde, ali moja draga i ja je nestrpljivo iščekujemo.
Sebarsko je da budu gladni.
First 666

Meho Krljic

Heh, ja još nisam poigrao ni Path of Exile a stoji mi mesecima, s oproštenjem, instaliran na računaru... Dobro izgleda Lost Ark...


No, u drugim vestima, Shadow of the Beast rimejk (mada više reimagining jer ovo nema veze s originalnom igrom) je najavljen da izlazi 17. Maja. Pa evo da se vidi novi trejler:


http://youtu.be/CwxjGrb9qNo

Meho Krljic

Dakle, kako sam gore i naveo, Platinum* demo za Final Fantasy XV je dostupan od noćas i umesto da ga u ovom momentu daunloudujem i igram ja sam zarobljen u kancelariji još skoro sedam sati. Nije lako biti ja. Ali evo makar utisaka od strane Jurogejmerove Ife Vilson:


Hands-on with Final Fantasy 15's new Platinum Demo







* Samo se tako zove, nema nikakve veze sa istoimenim razvojnim studijom koji za Square-Enix radi Nier Automata

Meho Krljic

Whoa! Igra Seraph izgleda zanimljivo. U pitanju je akrobatski dvodimenzionalni platformski šuter u kome igrač ne mora da nišani jer to igra radi umesto njega. Zvuči bizarno ali zapravo ideja je da se igrač pre svega usredsređuje na akrobatsko izmicanje protivnicima i na samo pucanje (takođe, to što igra nišani automatski ne znači da se sve i pogađa bez napora, što duže držite dugme pritisnuto, to je pucanje nepreciznije, plus moguće je usmeriti paljbu na partikularnog neprijatelja kada to poželite), a što će opet omogućiti, slutim, sumanute situacije na ekranu. Uostalom, sigurno nisam jedini koji je u klasičnim 2D platformskim šuterima tipa Contra/ Gryzor/ Probotector ili Gunstar Heroes nakon dobijanja pušaka koje same nišane shvatao kako bi bilo do jaja da je igra sve vreme tako dizajnirana da puška nišani sama a igrač mora da se usredsredi na izbegavanje opscenih količina neprijatelja na ekranu...


http://youtu.be/Td65QYVnmho

Meho Krljic

Quantum Break review



Nemam vremena da sada ovo pročitam ali, needless to say, Quantum Break je, i pored dubioznog kombinovanja third person shooter igre sa televizijskom serijom jedna od šačice Xbox One ekskluziva koje me teraju da sam sa sobom diskutujem o ludilu kupovanja još jedne konzole. Remedy su napravili dve od meni najomiljenijih akcionih igara ikada (Max Payne 1 i 2) i mada se sa njihovim Alan Wake igrama nisam usrećio - doživljavao sam ih i kao narativni i kao mehanički korak unazad ili dva u odnosu na zapanjujuće divni Max Payne 2 - Quantum Break mi i dalje golica ganglije gzainteresovanosti.

Meho Krljic

Ovo su navodni Mass Effect Andromeda leakovi, mada ih treba uzeti uz dosta rezerve znajući da su se pojavili prvog Aprila...

Meho Krljic

Hmmm, Kotakuov prikaz Adr1ft je malo sneveseljujući... Ipak, moraću ovo da probam.

ADR1FT: The Kotaku Review


Meho Krljic

Sony nam je podario još petnaestak minuta Uncharted 4 futifža. Izlazak igre je pomeren za Maj, a ja na to nemam zamerki, bolje nego duleti u direktan klinč sa Dark Souls III, plus, da se lepo ispegla. Ovo je i prva Uncharted igra sa open world elementima. Mada će i dalje biti pretežno, jelte, linearna.


http://youtu.be/d5nfXqffvyc

Meho Krljic

Generalna presuda zajednice posle par dana igranja bete Dooma nije baš pozitivna. Ja sa bio dosta blag u svojim impresijama ali ni ja se nisam zagrcnuo od oduševljenja. Ovaj tekst sumira većinu zamerki zajednice:

There's Something Not Quite Right About The New DOOM

Meho Krljic

Jebote, koliko grešaka u kucanju sam gore napravio... ko da sam proživljavao šlog... Ne vredi, kad se kuca u mraku, greši se. A i na svetlu.

Elem, nema veze, još malo o Uncharted 4, ovog puta iz pera Martina Robinsona:


Uncharted 4 makes a move for the open, but at what cost?


Znam da širu zajednicu ne zanima baš PRETERANO da čita o igri koja je bila i ostaće Playstation ekskluziva ali ipak... ovo je jedna od najvećih igara ove polusezone. 

Meho Krljic

YYYYYYYYYYYaaaassss! Potvrđeno (donekle) da se sprema God of War 4 u nordijskom mitološkom setingu. Redak primer da se želje i sanje fanova poklope sa onim što korporacija actually planira. Oh! Sad sam uzbuđen.


http://www.neogaf.com/forum/showpost.php?p=200150760&postcount=1


Kratos (nije baš neko vikinško ime, istina) će imati i bradu, ali ovu novu seksi koju žene vole.



Petronije

Stara mu je bila baš badass, saće da izgleda kao Miroslav Raduljica :cry:

Meho Krljic

Stara je bila nekako nu-metal, ova nova je lumbersexual. Obe su lepe, ali ova sada je modernija  :lol: :lol: :lol:

Meho Krljic

U Hyper Light Drifter sam se zaljubio još pre ar godina kada je to bio samo prelep video na jutjubu i ispružena ruka na kikstarteru. Igra je izašla i i dalje ima jedan od najlepših pixelart grafičkih dizajnova u recentnoj istoriji. Plus, svi kažu da je vrlo intrigantna. Kristijan Donlan ovde ima prikaz.


Jedini razlog što je nisam još kupio je što je na povratničkom Midnight Resistance podkastu od prošlog vikenda Šon Bel rekao da je igra prelepa ali da je esktremno preteška. Pritom Šon Bel nije neko ko zazire od teških igara - njegova velika ljubav ka Dark Souls ili God Hand je dobro dokumentovana - ali veli da igra ima nekoliko problematičnih dizajnerskih odluka (vraćanje na početak mape kad god poginete, prevelike količine neprijatelja tako da se pokatkad gine naprosto je ne vidite otkuda stižu napadi, dodge roll koji nema invincibility frejmove itd.) koje bi morale da se pametno pečuju da igra ostane izazov a da ne bude i dalje frustrirajuća...

Mislim, naravno da ću je eventually kupiti ali drugi jedini razlog što je još nisam kupio je što sam sinoć daunloudovao priorderovani Enter the Gungeon na Playstationu pa mislim da će mi to za neko vreme zadovoljiti apetit za dungeon crawling akcijom  :lol: :lol: :lol:

ridiculus

Gremlins Inc je izašao pre nekog vremena na Stimu. Koliko samo ta igra ima šarma i vizuelne posebnosti! To mu dodje kao video-igračka adaptacija nepostojeće stone igre, tako da je više za publiku naklonjenu sporom, poteznom igranju. Druga igra genijalnog (jedan od slučajeva da ne mislim da je ovaj epitet preteran) ruskog dizajnera Alekseja Bokuleva, ali neću je započinjati dok ne odigram njegovu prvu igru, Eador: Genesis, koja ima sličnu količinu šarma i dubine. Više o tome za nekoliko dana.
Dok ima smrti, ima i nade.

Meho Krljic


Meho Krljic

Eh, kako se Doom bliži, Bethesda objavljuje planove za DLC i naravno, u programu je season pass koji će koštati četrdesetak evra.

Moram da priznam da mi ovo deluje kao dosta obeshrabrujuća vest - nakon što sam isprobao closed betu Dooma, imam utisak da će ovo nakon nedelju dana na internetu igrati zapravo mali broj igrača. Stavljanje visoke cene na pakete mapa, oružja i demona će skoro sigurno raslojiti tu i inače malu igračku zajednicu na još manje pod-zajednice i ubiti igru prilično brzo. Zar im bre nije pametnije da mape i oružja objavljuju besplatno a da prodaju skinove i drugu kozmetiku? To meni deluje kao razuman potez. Ali možda sam ja nerazuman.

ridiculus

Bethesda i Doom...

Nek nam je Bog u pomoći... :facepalm:
Dok ima smrti, ima i nade.

Meho Krljic

Divni Rusi iz Ajspik Lodža postovali novi apdejt za Pathologic Remake, pa da prenesem. Mislim, em je zanimljivo em oni uvek to tako lepo napišu:



The new Pathologic will be different from the original one—that much we have already said. But on the scale of "totally new characters" to "just kinda retexturing the Polyhedron a bit", what scope of changes are we talking about here?
Short answer: ...is pointless, is it not? "Well, many things will change, but we'll preserve the core concepts and, like, characters and stuff" just doesn't cut it. Not anymore. We feel it's long past due for us to give you the long answer—which will also inevitably have to be compressed, since the truly detailed explanation takes ~70 hours and demands you play the game itself. Still, we are going to try. We've even ordered an additional pack of bullet points to go with the customary verbosity.


Some things never change. The things that we're keeping are, first and foremost, structural—the ones that would have likely been included as bullet points on the back of a CD case with the game:

       
  • Twelve days in a remote Steppe town;
  • same three protagonists, whose stories complement one another in much the same fashion (but more coherently);
  • same NPCs* (this was not a real asterisk, but just our way of pointing out that they're not completely the same—see below);
  • the world is still three-fold; Pathologic remains a game about three ideologies and worldviews clashing;
  • at its gameplay core, Pathologic is still a survival game—and a rather hard one at that;
  • the state of your character is still represented by a number of bars, so you'll have to do a lot of resource juggling (no unnecessary streamlining here);
  • your main resource and main opponent is still time itself—you'll have to manage it carefully;
  • the lore and setting will be explored deeper, but no major changes here either (the Steppe people still worship bulls, have a cult of body, and use a sacred alphabet).

Then there are things that we're keeping, but tweaking, reinterpreting and changing to an extent that varies in different cases. The screenshots you're seeing and the visual style are the simplest examples of that. Do they follow the same set of premises as the style of original Pathologic did? Yes. Are they different? Obviously.
Here are other aspects of the game that fall under the same category:

       
  • NPCs. They keep their names, general appearance, and social status; most also keep their role in the story. They are, by and large, the same people. However, they may get additional backstories, unexpected development, and—in some cases—even find a different mission (the latter is mostly relevant for the characters who were a bit underdeveloped in the original game). There may be twists, but no heel-face turns. A good example would be Aspity not only serving as the keeper of Artemy's inheritance and protector of the Worms, but also getting her own agenda inside the Kin's politics.
  • The Town. While the general layout remains the same (with points of interest located more or less in the same areas, i.e. the Theatre being in the center, the Cathedral looming across the Kains', etc), the details will change—as dictated by the Town Expanded stretch goal that we've reached. Streets can shift, random houses multiply, new paths emerge. There'll be no drastic changes, but you will more than likely have to explore some areas anew. (The game will obviously be balanced with all that in mind.)
  • The plot. This one is hard to explain without spoilers. Basically, the main characters' storylines remain the same, but the particular events that they're woven of can be very different. Say, the Haruspex still begins the game as an outcast who is widely hated in the Town; his starting goal is still to fix this—but the redemption options may be different. However, their goals and motivations remain the same, as do their general modi operandi.
  • "Extras." The streets will still be filled with a number of character types, but their cast (so to speak) will change. Some of the new characters pay obvious homage to the original ones or are simply their revamped versions, while others are completely new.
  • Your activities. The list of activities will mostly remain the same (you can barter, talk, fight, explore, talk, burgle, talk, lick your wounds, talk some more), but that doesn't mean that the process itself will feel the same. It is very likely that after fine-tuning and rebalancing the dangerousness, importance, and risk-reward ratio of some activities will change (we're looking at you, oh way-too-farmable-fights from the old game). Consequently, they will have different roles in your basic routine.

Allow us to begin with the things that were present in the original Pathologic but will not be transferred to the new game.

       
  • Texts (as in actual word-for-word dialogue). Before you say, "Hey, I liked those," consider this: the great, inspired dialogue that many of you remember mostly belonged to the Bachelor's story; the Haruspex's and the Changeling's plots, however, were written hastily and even recycled texts. Also, newly-introduced events obviously demand new dialogue. Finally, there is one more reason for this change (apart from Nikolay's constant self-criticism, that is); more on that below (here, have an asterisk: *). We'll keep the texts that fit with the new game though—it's not like we're on a crusade to rewrite everything humanly possible.
  • The music. While keeping the mood of the soundtrack, we're rewriting it completely. Various places and situations will still sound different, but now they're also be colored by which character you're playing as; each of them perceives the world differently, and now the music represents that too.
  • The photos. It may seem like a minor detail, but characters having real faces was an important part of original game's identity. But... it just doesn't work now. In the old game, the visuals were very approximate; they obviously were not representing the photos realistically (this trope is commonly used in old-school RPGs, for example). Now, however, the gap between them is much smaller, and using photos (with models somewhat closely resembling them) feels like a guaranteed trip down the uncanny valley. Most importantly, though, while some of the new models are based on the original faces, we wanted to have more creative freedom to represent characters better—which sometimes means changing their facial features completely and without real-life prototypes.
  • The Bound/Adherents death mechanics. You may have noticed that we have avoided using the word, resorting to a blander "NPCs". This is because the Bound are no more—after a fashion. All the characters will remain in the game, as will the idea of people being somehow connected on a level beyond mundane; the word and concept may also remain. What will be gone completely, though, are the mechanics. You will no longer have to save them to secure a good ending (as though they were your hit points and not, you know, people); they will no longer die by the end of the day if you fail to do some arbitrary amount of questing. Both of these mechanics were in the game for a reason, but the goals they were aiming at can be achieved more efficiently. People dying because you have failed to complete an important task (that was not in any fashion connected to them personally) added to the chaotic atmosphere of a doomed town; having to preserve them for a "good" ending burdened you with responsibility. Both of those will stay. You will be relied upon and depended on; you will be the center of a small circle. But it will be done in a less straightforward and dry fashion.
  • And while we're at it, Main Quests. Seeing how there is no more obvious and straightforward punishment for the players who have failed to complete the main quest of the day... there will be no more day-to-day main quests at all. The protagonist's mission will not be told as a chain of important daily tasks, but rather as a series of "arches" that span several days each. You will be able to complete an "arch" whenever you can (which means that yes, you can roleplay as a student who finishes everything a minute before the deadline). It may seem very novel, but in reality mostly allows for more natural goal-setting (obligatory asterisk, as there's more on that below: *). Does this mean the system will become more forgiving? Ha ha. Will there be punishment for failing to move the story forward? Ha ha ha. (Not ending-breaking though.)
  • The interface. This may have belonged to the "keeping, but changing" category since our general approach to the interface remains the same. We love that the old Pathologic keeps the screen clean, and this is something you can reasonably expect. But—and this is a big "but"—we also want the interface itself to become a better storytelling tool and allow for more interaction with it. For example, the inventory will be grid-based rather than item-based; let the rest remain unspoiled for now.
  • Exploits. Yes, we know that running diagonally is faster. Yes, we know that you know how to get rich by the end of Day One. Yes, realistically speaking, we know that eliminating the exploits of the old game will just lead to someone finding new ones—but we'll do our best to make the game less exploitable. For example, you won't be able to stock up a ridiculous amount of resources. It just might be that you'll have to play fair.

Finally, there is a number of elements that were not present in the original Pathologic but will be introduced in the new one.
Most of the points on this list deserve (and will get) their own separate updates since introducing and explaining new things can't be as simple as writing a single paragraph. (As an aside, yes, we're returning to the normal update schedule.) Still, for now, here they are in paragraph form.

       
  • The robust disease mechanics. The original Pathologic was a bit of a paradox in this regard: it was a game about a plague that featured rather linear plague mechanics. While there technically were two bars associated with the disease (Infection and Immunity), they worked in a very straightforward manner (low infection = good, high = bad, Hulk = smash) and only affected you. They were a challenge, but not a story. In the new Pathologic, we're introducing a way, way less one-dimensional disease system. It will work dynamically. It will change things. It will become a separate layer of the narrative. The desire to spoil some of its more curious aspects is excruciating, but we'll still our hands. One example is that you will not necessarily be always up to date with the processes happening within your own body—and evaluating your own state will become a part of the game.
  • The robust disease mechanics, part II: outside your body. The whole dualism of the same entity operating within your body and in the outer world will be explored way further. The Plague outside you will also become much more complicated and treacherous. Without spoiling much, let's just say that the things you're used to being safe can suddenly become deadly... and that doesn't just mean the things that had the ability to infect you in the original game.
  • The fights. It's not just the mechanics that are being reworked, but also the role of the fights in your day-to-day routine. For one, the idea that every fight has to end in someone's death operates very much under video game logic; in real life (and in the new Pathologic, of course) you are way more likely to be beaten or mugged than straight out killed.
  • Events instead of quests and tasks. Have you ever met a person—only to be asked to repair their torn relationship with a family member two days after you've first seen one another? And to be freaking paid for your troubles? It happens once in a while—but video games seem to believe that this is normal behavior. It's not. Moreover, in real life, people tend to set their own goals. We're introducing such a system to Pathologic—a system where you will very rarely be asked to do something. Most oftenly, you will simply be made aware of events unfolding, but it will be up to you whether (and how) to participate. That does not mean that there'll be no rewards—just like in real life, proactivity leads to certain benefits. But figuring out what to do will be part of the challenge, the story, and (dare we say) the fun. More on that in further updates. (Incidentally, this is the snippet that most asterisks were leading to.)
  • You will influence the NPCs' fates. In the old Pathologic, there were precisely two cases of you choosing the fate of the Bound people—and it was a life-or-death choice in both cases. Well, now you'll get a chance to become more involved. Did you participate? Did you set them straight? Did you offer an advice that lead them to an unfortunate outcome? There's nothing groundbreaking here, but being able to influence the fates of those around you fits so well with the structure of Pathologic that we couldn't help introducing it.
We've barely scratched the surface, of course, and this update is undigestibly long already. Most of these aspects will be elaborated upon in further updates. But hopefully you can see the general principle: we keep the solid things (like the characters), tweak the relationships between them (like the particular events), change the presentation and rework the mechanics.
There is also, of course, the matter of the game's topic and its meta-narrative. It has indeed...  shifted—this is not a river that you can step into twice. We will discuss this in more detail later, but perhaps the best way of talking about the core ideas is by just making the game. This is how art operates, after all. If we could simply spell out the things we want to tell, there wouldn't be a need to complicate matters by making video games.


We're closing the crowd funding in a month (yes, it has still been open). The Lucid Dreaming stretch goal is ~85% complete, and it's up to you whether it'll make it into the game. (As usual, any extra funds will go into the production.) We'd love to enjoy the hopeful uncertainty some more, but the time has come to set everything in stone.
We promised to warn you in advance, so consider yourself warned.

Meho Krljic

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