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Reading: Pathologic 3 reboot knows you’ve been here before and has some uncomfortable thoughts about it
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Pathologic 3 reboot knows you’ve been here before and has some uncomfortable thoughts about it

GUSS N.
GUSS N.
Jan 8

TL;DR: Pathologic 3 is smart, cruel, beautiful, and surprisingly inviting. It still hates you a little, but now it explains why, and somehow that makes it even better.

Pathologic 3

4.5 out of 5
EPLORE

I’ve been living with Pathologic in my head for nearly two decades now. It’s one of those games that doesn’t just end when the credits roll; it camps out in your brain, rearranges the furniture, and occasionally whispers unsettling questions at you when you’re trying to sleep. So when I finally sat down with the expanded demo of Pathologic 3, I wasn’t just excited. I was defensive. Protective. A little bit terrified that it might not understand why this series matters to people like me.

After roughly twenty hours wandering its plague-choked streets, I can say this without irony or hyperbole: Pathologic 3 doesn’t just understand its legacy. It argues with it, wrestles it to the ground, and then gently asks if it can do things a little differently this time.

To appreciate why that feels miraculous, you have to understand the mess surrounding its creation. Ice-Pick Lodge hasn’t exactly had a smooth runway these past few years. Pathologic 2 was supposed to be the foundation, with future campaigns added like surgical extensions. Instead, history intervened. The studio relocated, the world changed, and long-time creative director Nikolay Dybowski exited under a cloud of controversy. Add in years of delays and some genuinely scary announcements about structural changes, and I went into this demo braced for disappointment.

What I got was confidence. Quiet, unnerving confidence.

Pathologic 3 immediately signals that it’s not interested in nostalgia for nostalgia’s sake. The Town-on-Gorkhon is still here, still rotting from the inside out, but it’s been reorganized. The fully open sprawl of earlier games is gone, replaced by distinct districts connected by frequent loading screens. On paper, that sounds like heresy. In practice, it works. The town feels less like a sandbox and more like a stage play where the sets slide in and out just fast enough to keep you unsettled. You still learn the geography by heart. You still feel the creeping dread when certain districts fall to the plague. And yes, the famous map-related twist still lands like a punch to the sternum. If anything, the tighter structure makes the reveal feel more deliberate, more cruel.

What surprised me most, though, is how welcoming Pathologic 3 is without diluting its hostility. This has always been a series that punishes ignorance, but it used to punish curiosity too. Early hours in past games often felt like being dropped into a philosophy lecture conducted entirely in riddles, while starving. This time, the game meets you halfway. Dialogue is smarter, more elastic. If you’re new, you can admit confusion. If you’re a veteran, you can lean into your foreknowledge, and the game notices. Characters respond differently. Some even break the fourth wall just enough to make you feel seen.

No one embodies this better than Mark Immortel. My first conversation with him in Pathologic 3 felt like running into an ex who knows exactly how you’re going to screw things up again. He speaks in theatrical riddles, yes, but there’s warmth there too. A sense that the game itself is smirking at you, daring you to think you’ve figured it out. When he told me the game doesn’t end until he says so, I laughed. Then I felt deeply uncomfortable. That’s Pathologic in a nutshell.

At the center of all this unease is Daniil Dankovsky, still the perfect protagonist for this nightmare. He’s an educated urban doctor chasing immortality, which makes him spectacularly ill-equipped for a town that worships bulls, listens to children, and treats death like a negotiable inconvenience. From the moment he arrives and gets robbed by kids while adults look on approvingly, the game establishes its core tension: nothing you value here matters unless the town agrees it should.

Mechanically, Pathologic 3 is the most playable this series has ever been without losing its edge. Combat feels sharp and desperate, with ammunition scarce enough that every shot feels like a moral decision. Survival systems are clearer, but no less punishing. The new ability to disperse plague miasma with limited-use tools sounds empowering until you realize how quickly resources vanish. It doesn’t make the town safer. It just gives you the illusion of control, which might be more dangerous.

The biggest change, and my personal favorite, is the expanded focus on Daniil’s mental state. Apathy and mania aren’t just meters; they’re lenses through which the world refracts. Think too hard about the wrong thing, chase the wrong thought, and your own mind turns against you. Sometimes that instability helps. Sometimes it ruins you. I’ve played plenty of RPGs where dialogue choices affect outcomes, but I’ve never played one where choosing what your character thinks feels this risky. It’s intimate in a way that borders on invasive, and I mean that as a compliment.

Time itself is no longer linear, either. You jump forward, backward, sideways, sometimes without warning. Interrogations bleed into futures you haven’t earned yet. Conversations invert, forcing you to speak as the person questioning you rather than the one being questioned. It’s disorienting, occasionally frustrating, and utterly perfect for a story about causality, guilt, and inevitability. The mind map does a heroic job of keeping things legible, but Pathologic 3 still expects you to pay attention. It rewards focus the way few modern games dare to.

What really stunned me, though, is the writing. The English localization is not just good; it’s elegant. Characters sound human without losing their strangeness. Philosophical ideas are woven into conversations instead of dumped on you like a manifesto. When the game gets abstract, it earns it. When it gets personal, it hurts. That balance has always been the series’ greatest challenge, and Pathologic 3 finally nails it.

By the time I stepped away from the demo, I realized something important: this version of the Town-on-Gorkhon feels like home. Not a comfortable home, but the kind you recognize instantly, even after years away. For newcomers, it’s a fascinating, horrifying place full of secrets. For veterans, it’s a reunion that understands why you came back and isn’t afraid to challenge you for doing so.

Verdict

Pathologic 3 is a rare sequel that doesn’t just continue a story but interrogates it. It’s more accessible without being softer, more structured without being smaller, and more confident than this series has ever been. Ice-Pick Lodge hasn’t sanitized Pathologic; they’ve refined it into something sharper, stranger, and more welcoming in the most unsettling way possible.

Our full review is coming after the game’s official release.

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