DJSharpeCheddar
Banned
A remake of the early 2000s game Pathologic
https://www.kickstarter.com/projects/1535515364/pathologic
Mission statement:
On why they're remaking it:
https://www.kickstarter.com/projects/1535515364/pathologic
Mission statement:
What we want to make is a unique game, but the uniqueness of Pathologic lies in the ideas that permeate its fabric, not in its genre or setting (though we like to think that they’re pretty unusual too). We also hope that it’s a valuable experience. In Pathologic it’s the player, not just the character, who explores the nature of miracles, stands up to a real evil, and finds the ultimate truth.
Any human being longs to be more. We all desperately look for a world that’s bigger, fuller, more complex than the real one. And it’s games that provide the best medium to create interactive, immersive places; it’s games that seem like the best doorway to the aforementioned bigger, more complex world. They give us unrivalled freedom; they give us abilities impossible in reality.
Yet, again and again the miracle turns mundane. We get impossibly big swords, impossibly intricate strategies, impossibly stunning landscapes.
But more often than not they don’t change us for the better.
Well, we don’t like that. Can you name a game that’s left a bigger impact on you than your favourite book? Perhaps you can. Still, that’s not what mainstream gaming tries to achieve—its goal is entertainment.
Our goals are ideas and values. We want to make a game that would reach deep into your soul and leave an impact—like books, and songs, and movies do.
We think it’s boring to:
1. make someone fight monsters made of pixels and polygons;
2. lie that a supervillain is the root of all evil;
3. lie that you can save the world.
On why they're remaking it:
You may well have, since what we’re doing now is a remake. Pathologic was first released in 2005 to a critical acclaim in Russia, and it does have an international fanbase.
Still, it succedeed in spite of numerous flaws. The ideas behind the game were novel and interesting, but the implementation turned out to be mediocre, to say the least. Pathologic was our first project as a game development studio, so a lot of things were done impromptu. Turned out learning by trial and error is charming, but leads to cutting lots of features and details out. The game was clunky, it looked outdated even back then, and the translation was atrocious.
We do have everything we need to make Pathologic work now though. One of the major strengths of the game is its premise which allows for the story to be told multiple times. Whenever you see a good play staged by a different director, you find new layers of meaning in it. We strive to do the same here.