STORY (medical) (small spoiler, but take place at the very beginning)
Day 1: Arrival of a physician in a mysterious small town somewhere in the midst of a vast desert. The doctor was invited by a colleague to investigate the state of "immortals". This could prevent the closure of his laboratory. Upon arrival, we learned that both (known and Immortal) are just now deceased. It is tasked to find the killer. At the end of the day you have to have figured out what is going on with the murders to be otherwise: Target not achieved Gambling.
Day 2: those who still believe in a murder, are to convince by Prove that there is an epidemic. It must preparations are being made for the forthcoming epidemic (escape havens, medicine etc.)
Day 3: Effective outbreak in the first district, isolation of the population: no one is allowed out, not in.
Day 4 - 12: survival, and indeed the plague and madness in the minds of others, and yourself.
Background:
The developers describe Pathologic rightly regarded as a "simulator". Anyone who has played through to Day 3, will danch addicted. Warranty. Because I've never experienced anything in my very long career gambler: the extremely detailed simulation with respect to the reactions of the people (freak out, deprive others of their Medis to violent measures, etc.) and of their own struggle for survival.
The game is very comparable with STALKER. Instead of radioactive contamination is the mysterious plague here. There are various means to meet various needs such as hunger, sleep, etc., and to prevent the contamination in your own body / heal / slow / etc. Action shape in the form of nocturnal escapes from attackers, dodging various buttons such as rats, strange clouds, eerie figures that Zombiefied attach to your heels (are usually just Zombiefied slowly). You can buy weapons, for what little ammunition is available. In addition, the things wear out rather quickly. Also STALKER-like realistic is the fact that injuries to get quick and easy, but are cumbersome to maintain. Food is expensive and usually not very nutritious. This increases the realism and the panic factor that explains the growing, threatening madness of tense population.
The game is not just a simulator à la SIMS oderso. On top of that is an extremely FATS STORY:
The town consists of 3 main districts. Each is governed by a family clan, who among themselves verstritten. In addition to the immediate struggle for survival have to somehow get at the conflict of these clans in quests. They can be as far as possible conciliate, so that they form a major power, you can spin intrigues in myriad ways such dodge by can not be lulled into complacency. In addition, the question comes to the cause of the disease, and here's is really nice mysterious, because the players some options are offered:
- There's a connection between the disease and the children's game (they play "contamination" and buried dolls, action with comic, childlike-naive "drugs)
- If the disease of the "beehive" (a big prison-built building with err)
- Is a desert demon the trigger?
Later we learn that north of the city other cities have been wiped out already. Also, the game City has been 5 years ago already afflicted and saved from this disease. You can to find out who has done exactly what time. Meanwhile, the game-city is sealed off. There is no way out more. (Although you may be able to get out on the second day, it seems possible, but I have always decided to stay to help. Maybe you can make the game SOS FINAL ESCAPE moderately already quit earlier, with a 'bad conclusion' presumably)
Pathologic is a really insider tip. However, effective almost exclusively for people who like deep character drawings, and patience Sames game pace and interest in the possibilities, because there is a lot to learn: which tablets such act, which are scarce, which are available via lanes exchange. As seen above, the atmosphere is written here very large. This then arises, however, only for a certain period of time. When you initially everywhere can, but later a district is contaminated by the other (which is noticeable by changing the color direction "sick" and comic appearances à la STALKER abnormalities and the soldiers guarding the infested zones and label) has an enormous air-to-lacing effect. The dialogues are possibly a little too artistic, but give it a lot of sense. One should just not be read lazy. With regard to "Change the village": even this is not done very well, however, already during the first day, but consistent the players actions.
CONCLUSION:
Who wants to experience a crisis situation absolutely realistic, namely including the moral questions ("Should somebody murder to get to Medis or collect things and share what takes longer?" "Shall I help the lost here or Medicine for their own Keep emergency? "and many more ...), is experienced at intense and escalating, in parts apocalyptic manner how that could actually go back and forth.
Krasses game.
Graphically rather useful. The contaminated zones: threatening staged ...!
Absolute buy recommendation for adventure fans, the stories and atmosphere Action firecrackers prefer.