Showing posts with label мор. Show all posts
Showing posts with label мор. Show all posts

Thursday, May 17, 2012

The Pathologic Dialogues - Part II





Having finished the game, Duke and Kevin (Bachelor and Haruspicus, respectively) ask some questions and try to unpack Pathologic. Add your thoughts / questions in the comments section!

For those new to the blog, go here.

For Part I, go here.

Duke: As much as Pathologic gives players a stake in the lives of the townsfolk, it also works hard to drive home the worthlessness of the human animal. Bodies stacked in cattle corrals, the plague-ridden burned alive, the moans drowned out by gunfire: the game not only brings out the worst in the townsfolk, but in the players as well. The Apiary (a word for a collection of beehives) is teaming with men, expendable, soulless men. Bodies are so much meat lying on the ground, waiting to be burned off in the morning. As if to drive home their point, the Authorities appear on the last day to remind the player of their puppetry. We are mocked for how seriously we have taken the whole thing.

It's probably better to avoid the whole Problem Of Evil, and perhaps religion in general, but Pathologic is full of sacrifice. The Haruspicus performs sanctified murder. The Bachelor desecrates Kain's body in the hopes of finding a cure. Three of the endings are focused on exchange, as well. Destroy the Polyhedron for the children, he pleads. Burn the town for a new world. Or let things play out: sacrifice everyone to restore balance to nature.


Yet every large and small sacrifice is never enough to stop the evil in the Settlement. The bull at the Bone Pillar, which would have yielded panacea, is burned to a black hunk. The witch hunt on Day 6 leads nowhere. The succession of Bachelor to Inquisitor to General Blok: everyone wants someone to blame, a scapegoat, yet in the end the freedom of choice is given only to one person, much like in Dostoevsky's The Grand Inquisitor. The meat shouldn't be allowed to decide. It falls to the Bachelor, the Haruspicus, or the Devotress.

Kevin: Ah, now we're getting into deep waters. What do "good" and "evil" mean in games? This is going to be fun. Or perplexing. Probably both.

Here's the thing: Videogames take place entirely in abstraction. That is, the narratives, images, and mechanics are all just computer code being processed in the electrical depths of a machine. The significance we attach to these processes is entirely imaginative, similar to the imaginative ways we engage with the flickering pictures that a projector beams onto a screen at the cinema. Unlike movies, though, videogames give us an active hand in how this imaginative process unfolds. So the game's events are abstract—they are not literally happening in the real world to real individuals—yet at the same time they are being influenced by a real player who is situated in the real world. We're not just spectators—we're accomplices. So how much do the rules and morality of the real world apply to what we do in videogames? 

Before I (try to) answer that, it might be helpful to think about what "playing a game" really means. In order to play a game, you must first learn the rules. In the case of videogames, you do this by figuring out how to interact with the programmed world around you. Click the left mouse button and X happens. Two items combine to allow your character to do Y. The A.I. of other characters reacts in a certain way when you do Z. Most videogames start off with a tutorial section, designed specifically by the programmers to teach you these rules. By the end of these sections, you have gotten your sea legs. You've learned how you can and cannot affect the world around you, and you probably have a good idea of the game's tone and atmosphere as well.


But Pathologic didn't do this for me. There was no tutorial, no attempt by the designers to communicate to me the consequences of this or that action. After the brief opening cinematic, I was dropped in the middle of the game world and left to fend for myself. I had to construct my impressions about the town and my purpose in it from the ground up, without any outside force to contextualize what I experienced. Everything felt alien, right down to the labored, barely comprehensible dialogue translation. Essentially, Pathologic started me with a clean slate and left it up to me to determine what "normal" and "good" meant in this world.

I needed to have some orienting principles in order to make decisions, so I ended up extrapolating my own system of morality as I muddled through the first few days. I was tasked with fighting the Sand Plague, so I decided that my highest good was the salvation of the town and its residents. I was told that keeping my Adherents alive was important, so I prioritized their safety and wishes above others'. I discovered that my family was affiliated with the Cult of Bulls, so I sided with the people of the Abattoir against the supporters of the Polyhedron.

By the standards of my own in-game constructs, I made a moral choice (though perhaps not the best choice—acquiescing to the Devotress's suggestion at the Cathedral apparently offers true victory and healing for the town). I saved the children and allowed them to rebuild the town; my religious order jettisoned the corrupt influence of Fat Vlad and Elder Oyun; I frustrated the Kains' hubristic attempt to play God using the Polyhedron. To the Haruspicus, this was a righteous victory. 

Does that mean it was truly the right thing to do—that, if I were faced with an analogous choice in my real life, I would confidently make the same decision? At the time, I thought so. In my Day 12 writeup, I went on at some length about how the lives of the townspeople were valuable regardless of how evil they were—sure, they were small minded and selfish, but isn't everyone, to some extent? After reading what you wrote above, Duke, I'm not so sure. These weren't just people with everyday foibles, after all. They stole and lied and murdered without shame; they fastened like leeches onto the earth around them. Maybe I was working in service of a modern-day Sodom and Gomorrah, so irredeemably wicked that the only true cure for its sickness would be total annihilation. 


The town rubbed off on me. Because the game designers forced me to adapt myself to the town instead of outright telling me how to behave, I conformed to the dog-eat-dog world around me. When in Rome, do as the Romans do—even if the Romans are okay with killing people, ripping out their kidneys, and trading them to cult members for healing herbs. 

Pathologic conditions the player to treat life seriously. It does this by making survival and cure the primary motives for the three main characters. On the bright side, this suggests to me that the game designers want us to be shocked by the game's treatment of people as (in your words, Duke) "so much meat lying on the ground." On the dark side, this makes it all the more damning that I killed people to further my "moral" goal of stopping the Plague. Was I acting normally—even morally—within the context of the twisted world created inside the computer? Yes. But that doesn't necessarily make it right.

So what was "good" and "evil" for you while you were playing? Or did your experience as the Bachelor cause you to view everything in a more detached, calculating manner? Put another way: What was going through your mind as you played?

Duke: Pathologic wore me away. My compassion, my good will, made no difference in the world Ice Pick Lodge had fashioned. After a few days, I came to the conclusion that the moronic people of the Settlement were not worthy of my compassion. They didn't deserve what I as a moral human and a moral character had to offer. Organic reason--humanity--was the first thing to die in Pathologic.

I came to Pathologic with a set of principles, the same principles I apply in most every game. Save every little sister in Bioshock and you will ultimately be rewarded. Deliver something in Zelda and you'll get something good at the end. I didn't think I needed to learn the rules of Pathologic's game world in order to survive, and I ended up being used by everyone in the town with very little to show for it. There was no room for a Dudley Do-Right or a Christ figure in the Settlement. Many argue that there isn't room enough for them in the real world, either.

In this world, logic--not mysticism or morality--made the most sense. And that was what I came to prize most: logic, and the ability to make my own decisions.

Knowing I was being manipulated by the major families of the Settlement killed off any sense of "good" or "evil" and replaced it with a dichotomy of independence and slavery. That's the whole nature of a game, I guess--the designers, the programmers, the authorities, put you into a controlled sandbox, choose what you see, don't see, what you can and can't do, and then set an objective for you, the player. Pathologic asks a question. In the Bachelor's scenario, the question is "What constitutes true victory?" True victory become independence: not synergy, not blind faith. There's a reason the Polyhedron is completely outside, grafted on to the Authorities' model of the town: it represents the freedom of man, the objectivity of reason, the power of innovation. It is independence incarnate.


Isn't so much of Pathologic driving home the notion that we, as human animals, don't have true agency? That the only chance to live is to give up our independence for peace, to sacrifice innovation for stability? Isn't this the story of every natural disaster, too? When the chips are down, when Katrina is coming or Vesuvius erupting, humans either A) run and pillage or B) huddle and wait. This is human nature. This is exactly the response of the Settlement to the plague, as well. The nobles strategize from within their homes, the townsfolk curl up and die, and the bandits loot and murder.

Where I was content to accept the world, to euthanize my better half and turn bitter, you, Kevin, decided to hope against reason. You chose to accept the townsfolk for who they were--yes, petty squabbling myopics--and you wanted to give them a future. Maybe not the best future—as you said, the "true victory" is the unification of progress and stability, keeping the Polyhedron and the Settlement. But you kept them alive.

Me? Even with grandiose logic, self-assurance and no small measure of pride, I made my decision for myself. I survived the Sand Plague, but by no means can I claim any measure of moral high ground. Pathologic illuminated the worst in me.

We're working on Part III for next week. Stay tuned.

Monday, February 27, 2012

Pathologic: The ending, according to another Bachelor


I evangelized Pathologic to several different friends as I was writing this blog. My friend Ben Hess went out and bought it immediately after our conversation, and wrote me a compelling letter detailing his experience in the game. 

I have, after long hours and a particular kind of focus possibly best described as a 'mania' this week, completed Pathologic. As the executors say, the twelve days are finished... it is all over. I don't think I won.

Upon seeing the executors' unholy beaks outside the doors of some of my Adherents, I knew that the outcome would not be good. In fact, I had forgotten (in those months in absentia from the game) how to view letters I had received. This led to days seven and eight being a muddle of wandering and base survival. I sold my soul for food and healing, and only completed the main quests. I believe the disease appeared in Rubin first, then to Kapella after Big Vlad's suicide, then to Lara, Alexander, and finally Ospina. In short, I cashed in big time on my friends' willingness to die for me. I was able to manage, however, reasonably well without a gun for much of the game. Food became my undoing, and I wound up selling clothes and weapons in fear of starving to death well-armed and armored. Sleeping around (not like THAT) in whichever house was nearest became the norm, and my sense of security dwindled without a place to call "headquarters". After Eve's (apparent) suicide, I didn't have a reason to go to her house. Reading and following your blog left me more and more convinced that I would probably achieve a different ending (though I only read entries for day I had already completed), and this was further exacerbated by the side quests I was unable to complete as heroically as you... An unarmed doctor can only do so much against renegade soldiers, and so my Bachelor became more than willing to escape with his own life an leave riotous citizens to the unjust firing squads.

Apart from the desperate journey of scratching a living from the inhabitants of the town from hell, my own personal struggle with the disease and the larger questions of the town came to a head in a very different way from yours. Around day 10, I had decided that it was a sin to destroy the Polyhedron. Accident or no, it was plague-free. That, to me, became my guiding light in my quest. I was like a surgeon or a sculptor, excising the diseased flesh at will. Take out the tumors, and cut around it.... just to be sure. I carved the town to the bone. The Haruspicus confronted me with his solution on day 11, and I could not conceive of it. The thought of existing alongside the disease, eliminating its effects and the architectural (and so much more!) wonder on the other side of the river was weirdly repulsive to me. Not that I don't think it could work, but it was a panacea to a broken system; a further humanistic advance to fix more problems of humanity. It made the disease (and by extension its dark cause) okay. Or maybe not. Whatever the exact ultimate spiritual meaning of the butcher's suggestion, I rejected it in favor of a fresh start. I sided with Maria. 


Even taking into account the dark history of the Kain family, I was sure there should be no town here. Rebuild on the other side the river. Burn it all. Cut the flesh, graft on the new, and start over. In other words, I was perfectly unwilling to let the inhabitants live with the sins of their past and continue above the pathological and spiritual legacy of the Cult of Bulls. I wanted this place to be a dead shrine to a dead past; a silent stone monument to humanity's sins. I wanted to give the survivors a fresh start, and to maybe... just maybe do things differently. Salvation, in my mind, would come from new creation; from Armageddon and rebirth. Perhaps what this town needed was to spring from the Polyhedron, rather than the Polyhedron being birthed by the town. Sociologically, I didn't want to fix a broken system. But whatever feeble justification, I think my primary motivation was fatigue. 

The Kains were experienced in this sort of thing; the legacy of Simon lives on in George and Victor, and that of Nina lives on in Maria. This family, in many ways is the town as much as the buildings and inhabitants. But they represent the Western part as separate as possible from the Abbatoir and the Apiary. They are a new beginning for the town, as Vlad the Younger is different from boos Vlad. (Victor pointed out in one conversation on day 12 that boos meant "bull-like", and that he was, in many respects, representative of the old ways). This town, I thought, deserved the chance to make new and exciting mistakes, I guess. 

But, ultimately, if I chose utopia then I didn't choose it for myself. My Bachelor will not live in his creation; he doesn't deserve it. Though I went through twelve days in hell without killing a man in cold blood (only self-defense), the blood of every man, woman, and child in the infected zone is on my hands; not to mention the children expelled from the Polyhedron to accommodate the adult "survivors". I have killed the bull and kept the horns only.... I'm a poacher. But my trophy is at least alive. I have spared a few, and that's enough, I guess to sate my conscience. Cut away the flesh. And I assured Maria and everyone that I would leave with the soldiers at dawn. My decision, but not my life. And maybe refusing to live in the utopia I helped create is the proper atonement. After all, in the end I am only a doctor from the city. The plague is gone, and maybe that's enough to live with. 


Duke, this was by far the most difficult game I have ever played. Not only practically, with the clunky mechanics and extreme risk of death by stabbing or fire, but in every way. I have wrestled with the cryptic speeches, trying to figure the angles of each family and each Adherent while (for some reason) trying to keep them alive. I have been awestruck at the betrayals, traps, and pitfalls from those I trusted. I have found out things about myself that would have been happily underground if not for this game. I guess in the end, I was not the Bachelor... It was just me all along. In the end, thank you for showing this to me. I have been to a place that I cannot fully return from, and I have given this game (it feels a little lacking to call it a 'game', now) a part of myself in exchange for it giving me... something. Insight, maybe. Self-awareness... discovery? I can't name it at all, yet. But I'm more and more convinced that, even though my ending cutscene was accompanied by oddly distressing music, it wasn't really and totally wrong. I feel, here at the end of all things, that I have a story to tell. Like the Bachelor, I may have created a utopia, but it is not mine... I don't deserve it because of the blood on my hands. What I do have is a story to tell... and my Bachelor will live on in the Capital, perhaps to write an account of the town to which he performed the ultimate amputation. 

- Benjamin

Monday, February 13, 2012

Pathologic: The Ending, according to the Bachelor

If you haven't read the write-ups for Day 12 I suggest you go read them right now unless you've played the game through already. What we'd like to present to you right now is an overview of the endings.


As the Bachelor, I found three "choices" presented to me at the end of the game. I didn't have enough panacea to cure everyone's adherents, so the Devotress couldn't give me her input. So what I had--what I have to analyze here--is not the complete picture, though Kevin and Rory have filled me in, more or less.

The three choices I had were:

1. Let the Settlement be destroyed. But [the] Polyhedron may not be touched. The surviv[ors] will [rest] there until we vaccinate them, and the epidemic will finally [. . .] come to the end.
2. It is enough to destroy [the] Polyhedron to stop spreading of the infection. There is no sense to destroy the whole town.
3. So, I declare my decision to you. I refuse the choice. I shall not decide about the destiny of this town and [. . .] show my arguments to you.

Here's a quick summation of the results of each decision:

Destroy the Polyhedron; Save the Settlement.
We see the model of the town with the water jug that functions as the Polyhedron being slowly wrenched free.


It falls and lies, useless, on the ground. Then a vision of the Settlement with bluish skies, healthy. The kids, the Haruspicus, the turning of the wagon wheel: it looks like everything has turned out well.


"We aren't dying!"
After this, we're treated to an unsettling vision of the theatre, the three protagonists lying on stage like rag dolls with button eyes.



The game specifically notes that it "acknowledges the player's victory". We can walk around on stage, look at the dolls close up, before walking to the exit at stage left. Shimmering lights wait, suspended, in the void beyond the door, which slowly slips into the distance.



Destroy the Settlement; Save the Polyhedron.
The cutscene at the end shows the two Authorities--little kids--bashing the model of the town.




The artillery fires, the sun rises and Maria Kain stands looking very smug at the front of her entourage.



After a lovely view of the Polyhedron at dawn, silhouetted against the umber sky, the perspective shifts to the theater again, button-eyed dolls, the three protagonists arrayed at the back of the stage.

The game doesn't acknowledge the player's victory in this ending scenario. There's no text, no script. This ending is a defeat. The Kains won. The player let himself be manipulated, took the bait.


Again, floating lights, door, fade to black.

Refuse the choice.
The cutscene that plays exudes "bad ending vibes". The camera pans across the interior of a plague-ridden house, the light lingering on bloodstained bookshelves, the dirty floors, and so on.



Then we pull away to see the town bathed in red.



And eventually we see the corpses of the dead townsfolk.


The last shot is a fade-out on the Authorities' model of the town.


And then it's back to the town Theatre, on the stage with all the crumpled forms of the protagonists, buttons on their eyes. Door, fuzzy lights, fade to black.


Get this, though: at the end of this scenario, the game notes the player's victory.

(Others)
I'll let Kevin fill you in on the other ending--the one supplied by the Devotress. For now I have some thoughts.

Concerning Victory.
There's a lot of conjecture about what the endings mean, but it's pretty easy to see the trajectory of each character and how it lines up with their "ending"--the one they contribute to the final reckoning if you save all their adherents.


Artemiy Burakh, the Haruspicus, has grown from the steppe dirt and inherited his father's legacy as shaman and curate of the Settlement. His relationships with the town's children, the way the scenario is shaped, leads him to demonize the Polyhedron. His "ending", so to speak, is to destroy the Polyhedron so that the town can return to the status quo. While the cinematic paints the ending in a positive light, I can't help but be grieved, because it's just as it was before--no better, no worse. The ending is reflective of the traditions and perpetuity of life the Haruspicus seeks so desperately to protect: it's stayed the same.


There are so many unanswered questions I have about Klara, the Devotress, having not played her story myself. She's an enigma. She's a miracle, a curse: she's a cookie-cutter messiah, loved by some and hated by the rest. And apparently her ending functions as a sort of deus-ex-machina, allowing the town to both sustain its own life, do away with the plague, and keep the Polyhedron. Rory's playthrough on his blog will certainly explore this in-depth when he writes up Day 12. Like the Haruspicus' ending, Klara's ending fits with her character: enigmatic, paradoxical, out of the blue.


Daniel Dankovskiy, the Bachelor, is an outsider, a scientist: a reserved and judgmental young man who thinks he knows best. It quickly becomes evident that he has neither the experience nor the wisdom to defend the town against the plague, so the Inquisitor, and later the General, are brought in to mop up his mess. He views the Sand Plague as an enemy: winning is the goal here, rather than curing the disease.

The suggestion the Bachelor brings to the final decision in the other games is to preserve the Polyhedron. This decision leads to the Kains building their "utopia". However, this choice doesn't acknowledge the player's victory. It's not the right decision to make; in fact, I believe it's the only patently wrong choice the player can make at the end of the game. I don't say this out of opinion: every ending except the Kains' Victory has an explicit statement of the player's victory.

If you've read through my playthrough as the Bachelor, you should see how my thinking, both as character and player, shifted over the course of the game. I began bright-eyed and bushy-tailed, so happy to save the town, save the world, and somehow, around midway through, I decided I hated the town. They were not worth saving. The crime, the politics, the horror of basic human nature. The problem was not the plague: it was the humans who were scarring the earth, doing violence by their very existence. I resolved that, on the final day, I would destroy the town when the decision was presented to me. The Polyhedron was a happy little coincidence--an inhuman marvel--that I wanted to save, and in the end, it was only a tool that would be misused.


The true enemy in this was never the Plague. The Bachelor realized it. His character introduction at the start of the game reads, "This is the story of a man who performed a miracle and defeated an opponent when victory seemed impossible." Could the conniving, clamoring people of the Settlement be this opponent?

Nukes and artillery aren't enough to kill the enemy, though. Men can escape shells. They can hide, reproduce, and rebuild. But the Sand Plague is a natural mechanism that, perhaps, was never evil to begin with. How does the Bachelor achieve the victory he has worked so hard to obtain? He walks away and allows the human parasite to devour itself. He lets the fever burn out.

Mother Nature: 7,776  -   Humanity: 0
Is this the "right" ending? For the Bachelor, who calculates in cold math, whose empathy has been steadily burned away by the shit-storm that is human nature, this ending makes perfect sense.

Edit [1-27-2013]: We've been hearing from other players who have differing reports about the way the Bachelor's scenario ends. If you are interested in reading about them, a few of our readers have kindly posted their own experiences in the comments below (and elsewhere on this site). Feel free to join the conversation, fellow players!

Sunday, November 13, 2011

Pathologic: Day Eleven, in which the Bachelor will discover the truenature of the Kain family

At 7am:

The morning has come.
Infected in the past 24 hours: 371 ppl.
Died in the past 24 hours: 618 ppl.
Gone missing: 131 ppl.
Number of dead at the moment: 6798
Number of infected: 552 ppl.

Tomorrow everything will be over.

[I lost my map screenshot for today. The town is completely plagued or burnt out.]

Base of the Miracle
The Inquisitor needs a more in-depth look at the Polyhedron's architectural plans. She believes the structure—unnatural as it is—has somehow caused the epidemic. Perhaps something in the base will tell us more. This is preposterous, of course. I’ve been inside. It’s a wonder—a testament to human ingenuity. It shields from plague; it doesn’t spread it.

Andrey has the plans, so I head to the tavern. Of course he’s not there. He’s purportedly been arrested for his renegade hero routine yesterday. However, when I ask General Blok to recall his arrest, he tells me no such order was issued. A large faction of soldiers have staged a coup, and is leading Andrey to his death down at the southernmost part of the train tracks, just at the edge of town.

I follow the tracks to find a swarm of soldiers, all pointing their rifles at me. Unfazed, I walk through the ranks to the very end and address the officer in command. He’s some haughty everyman, and he believes I am the architect. I’m sentenced to death, he says; he’s taking control now. My pleas don’t matter, so I stall fortime by asking for a final smoke. He promptly knocks me out, and the world goes black.

Dude, you get the puppet avatar. There's no way you're getting out of this alive.
When I come to,I’m standing in front of a burning pyre out in the middle of the cemetery, stripped of all my weapons and medicine, shivering in the rain. I’ve only just oriented myself when several snarling attack dogs emerge from behind the graves and try to bite me. I jump onto the pyre, skirting the flames, and beat each dog’s brains in, then head to the gravekeeper’s house at the edge of the cemetery. After some convincing, the little girl Laska gives me some tourniquets and a butcher knife.

Two guards are stationed at the cemetery’s entrance. I stab one in the back, silently, then the other, take their rifles, and march cold-blooded back to the train yard. Everyone in this entire town—even the military—is an idiot. I shoot each soldier in the head before he can fire a single shot, then run to the patrol leader and shoot him squarely between the eyes. I take back every single thing he stole from me, then walk back to the Tavern in hopes that I might hear some news regarding Andrey.

The sop is waiting for me there. He tells me he’s surprised I didn’t ask about the base earlier. It turns out the Polyhedron is supported on a spring—a three hundred meter-long shaft, about five and a half meters in diameter, was drilled into the earth beneath the foundations of the town: a crystalline rose sprouted froma metal stalk. A sort of lever, weighted down by the foundations of the town itself.


The Inquisitor is convinced that this is the instrument which has stirred up the plague. Through some shift, the stalk punctured the clot at the heart of the town,which has sent plague up from the soil itself. This makes sense to her. But it isn’t good enough to me. Yes, the wound has stirred up the disease, but the disease has been there from the beginning. I have very good reason to suspect the Steppe folks and their pagan practices in the Abattoir. They thirst for blood. The worms always tell me they never have enough blood to feed the earth.

Who’s to say that the excess of sacrifice—the poisoned meat, the putrid flesh fed by these steppe barbarians—is not what originally created the plague? The Polyhedron was the one prick that revealed the infection: it was there all along. With modernization—with systematic and permanent housing, with wells digging into theground—the once-harmless practices of the natives, repeated ad infinitem in the same place, has become malignant.

Today's Pantomime was admittedly unsettling.
Preparations For Crowning
I take care of a few smaller tasks—saving several wrongly condemned men from a firing squad and suppressing some unsavory rumors about the Kain family. The most alarming quest of today concerns Maria Kain.

The Kain family continues to talk of dying, of suicide. They all seem to have gone mad. After some coaxing, I talk to George Kain, who talks of the Inner Chamber of the Polyhedron. It is a tomb, of sorts, and also a receptacle for the now-deceased Nina Kain, Simon’s love. Yet Nina Kain is returning, he says. The beautiful Maria Kain, who has loved me for quite some time, has accepted the soul of her mother.

Utter nonsense.Of course, Andrey and Peter have succeeded where I failed. I may have mentioned—the Bachelor and the Inquisitor met years before when an attempt to resurrect the human form was conducted in the capitol. It failed miserably. Perhaps, in this squat-hole of a town, it has not.

Maria needs pledges from the two other female authorities in town: the young Kapella and, inexplicably, Klara the Devotress. I go to both of them and ask for a token of their fealty. Klara protests—she says that Maria will become a “sorceress queen”and make her own twisted version of a utopia from the town—a “violation of nature”, man’s own attempt to create the kingdom of heaven. I dismiss her; this is all a simple formality. I return to find Maria’s followers congregated outside her front door. They look mad. Everyone in this part of town has gone mad. Perhaps it’s a side effect of the panacea.

Her Entourage

She’s waitingfor me inside the tomb behind the Kain family’s estate. Rather than summarize,I’ve transcribed a conversation so strange that Ospina herself would be proud. [I have made slight adjustments for clarity.]




MARIA: It’s not me. Not your Maria anymore, but not the Scarlet yet. Nothing of me is here. Touch my flesh: your hands will touch the air only.
BACHELOR: Here are the signs of recognition from Klara and Kapella. They bow to you, Dark Mistress.

MARIA: Scarlet. But let it be so. That means that if a miracle happens – and by tomorrow only those who should survive by my plan live, and the ruthless Authorities will forget about us as before –we shall deny the severe law of life. And then the dream will triumph. And a new Utopia will rise.

BACHELOR: What do you call Utopia, Maria?

MARIA: It’s not the Tower, Daniel. It’s the town. We understand the word “Utopia” not as an ideal of prosperous trade,a perfect social system and political validity, but as a mystical fact of materialization of the incomprehensible, normally inaccessible to the profane person.

BACHELOR: Who speaks now by your mouth?These aren’t your words, and this is not your voice.

MARIA: Truly. You listen. This world exists, but is not given into human hands. Never. It is revealed only by delicate hints; in inevitably perishes under a straight sight. Mystery is its life; this world dies if it is enslaved.
BACHELOR: This is why the pestilence has begun?
MARIA: Probably. But luckily, even in the best adjusted mechanism failures happen. Sometimes the two worlds—mundane and utopia—touch each other! The antibodies collide! And contrary to the law of self-preservation they do not perish, but merge, forming a marvelous symbiosis. Thus is Utopia – a terrestrial embodiment of an unearthly miracle – achieved!
BACHELOR: And you chose to create this town? This is how an embodied miracle looks?
MARIA: Yes. We could build a magnificent town of rock crystal, sapphire walls, emerald roofs and ruby roadways, as you would expect from children’s fairy tales about magic countries. But here true life – living people of flesh and blood – exists. What surprises you?
BACHELOR: Why dirt and dullness? Why worn walls, brick-works, rusty beams and sewage manholes? Is this how Utopia should look?
MARIA: This is how it looks. That’s why it’s Utopia instead of a dream. It is even associated with the word “bog”. It needs dirt. A bog of peat bathed in a ruby sky. Utopia accepts even the basest humans, the unattractive terrestrial. Therefore: the bloody Abattoir, rotten fields, barracks, and impoverished slums. This is the land.
BACHELOR: Oh, so . . . 
MARIA: Utopia needs the Cult of Bulls, a living echo of the symbiosis between the world of beasts and spirits and the world of men. The animal nature lays the foundation of our civilization. Dirt, blood, manure, devouring each other’s skin and meat and bones: tools from which civilization, the commonwealth of creators, grows. 
BACHELOR: And where’s the miracle? 
MARIA: In the earth a miraculous merge of the Anthropophobic Steppe and the Human world occurred. This settlement transfigured from a society of devourers into one of creators. A true wonder was born. At its height, the Cathedral was built. But here we failed. 
BACHELOR: . . . And then you built the Polyhedron. 
MARIA: Yes. The Tower of the Riverbank has finally metamorphosed – a miraculous merger of worlds. The world of the possible and the world of the impossible. 
BACHELOR: If all this was so great, why the pestilence? 
MARIA: I do not know, Daniel. This is not our fault. The town has not sustained this tension, has not endured the heat. So we begin again. There is no death. We are not afraid of it. You see, I am dead and incorporeal, yet I am here. Like a restless soul doomed to return.

Her words leave me conflicted. I lurch back to my bed through plague-ridden streets. Over the past two days chaos has overtaken the town: I can’t go ten steps without seeing another bandit cut an honest man down, or see the plagued burned down in waves like fields at the end of harvest. The buildings are red and blotched. And above it all, in perpetual bloom like a concrete rose, lingers the impossible shape of the Polyhedron. 

Wednesday, November 2, 2011

Pathologic: Day Ten, on which the creators of the impossible make their appearance and a discussion commences of the miracles witnessed.

At 7am:

The morning of the tenth day has come.
Infected in the past 24 hours: 340 ppl.
Died in the past 24 hours: 677 ppl.
Gone Missing: 139 ppl.
Number of dead at the moment: 6770
Number of infected: 576

Less than three days remain.

Today's Map. The Plague is almost unbearable.
Seized Focus
The Inquisitor is curious about the Polyhedron. Such a thing shouldn’t exist—it defies the laws of physics, of nature. Yet it stands, almost suspended, at the head of the town like some silvery crown. It was built by Peter Stamatin, and it is from him that we must procure the plans to study the structure in fuller detail.

I find his brother Andrey in the Tavern on the east side of town, and he tells me soldiers came to arrest them and, in a panic, he killed them and let his brother escape. Peter now wanders the town looking at his old architectural experiments: “endless stairways”, he calls them.

These things are impossible.
I ought to have mentioned these strange structures earlier. Originally I thought they were the remains of burnt houses. As it turns out, these were prototypes of what would eventually become the Polyhedron. I’ve walked up the stairs once or twice and surveyed the land—all the sounds of the city fade away at the top of these naked stairwells, leaving only one sound. And that sound is children—babies—crying, fading in and out.

Cue: screaming children sounds
I find Peter in the heart of a plague district, dressed as an Executor cremating bodies beneath one of his stairways. He’s gone mad—he tells me he’ll give me the plans if I bring him five bottles of twyrine to assist in his suicide. I go out, retrieve the twyrine, and procure the plans. He tells me he believes a building is capable of housing a soul—of capturing, freezing, a soul and containing it. The stairwells scattered through town were misfires, aborted attempts, at building the masterpiece that now sits like a crown at the head of the town.

The late Nina Kain funded this enterprise because she believed this building could house a spirit. The children believe the Polyhedron grants wishes and dreams, but the Kains have other (as of yet unknown) aspirations for the creation. Peter says it has power because we believe it has power: a miracle will not happen unless people believe it can happen.


After some gentle prodding, I convince Peter to give up suicide and live another day. It’s not so simple, of course. Klara, the Devotress, has been whispering in his ear, telling him that by building the Polyhedron he has taken a miracle into captivity. It is unnatural, to be sure, but is it truly evil?

Of course, I think over the Polyhedron, and the Kains’ belief in soul houses; the implications are chilling when I think of the cries of children in the endless stairs. I wonder if Peter didn't accidentally capture something in his contraptions that he shouldn't have.

Madness of the Kains
Catherina Saburov is convinced that Simon Kain has revived and is walking the streets. Ridiculous, of course, though I’m almost willing to believe anything at this point. After all, I have never actually seen Simon’s body. I check with Rubin, now freed from the Kain family and notably shaken, wondering why he is still alive: he tells me there is no possibility that Simon could have resurrected. He cannibalized every particle of his corpse to make the vaccine.

Victor Kain advises me to do damage control—to spread a rumor that George Kain believes he has become Simon—and pays me a handsome sum. I report to the Inquisitor who sees through my lie and responds with cool indifference. Something in our relationship has changed. The thing is that I don’t quite disbelieve the rumor myself. The Kains have slowly begun to slip in the past few days. George speaks of slipping into a trance to retrieve the spirit of the Polyhedron. Victor has begun to rave of reincarnation. Maria, of course, remains silent.

The Kain family tomb, I assume. Note again: the horns.
Pictogram
Mark Immortal, theater director, tells me that an uprising and sacrifice has broken out near the bone pillar in the Tanners District. He is, and has been, noticeably upset for his auditorium’s transformation into a morgue, though he comments that they have been his finest audience in a long while.

The problem is easily solved: after a quick inspection, I ask General Blok (still alive) to send his men in to clean things up, and go on my way. The men are protesting the Polyhedron—they say it is destroying the town, and they want it torn down. When I report back to Mark, he admits he instigated the riot. In his boredom, he’s decided to stir up a bit of mischief.

The Bone Pillar
Utopia
Pathologic is the Western name of this game, but in Russia the title is мор (Pestilence) with the subtitle утопия (Utopia).


In passing, I find a teenager on the street and ask him what he thinks of the Polyhedron. He tells me of its wonders: how, deep within, there is a kilometer-long labyrinth. He says, “You walk and walk in it, and it does not come to an end. When you go out – it is considered that it’s your reflection that leaves, and you yourself get to the Other Country.” I ask what “the reflection” means, and he replies, “It’s as though it’s you, and at the same time it’s not you. They leave not talkative. Therefore it’s said that it’s your reflection that comes back – to quiet the parents and so on. And your real self goes to the country of Utopia – to the magick country.”

This town is worthless. I hold to this. Yet the crown is its one treasure. The Polyhedron is impossible: a miracle, a feat of human ingenuity, completely accidental, and with its thousand uninfected children, it is the one pure thing this town has. Perhaps a cold anesthetic wonder, but a true wonder nonetheless. If one thing could be saved, it is the Polyhedron.

The sketch changes again.
Yet I am uneasy. The Polyhedron makes possible some passage to “Utopia”, the children say, but what is its true cost? I believe in equity: in order to gain anything, something must be given up. What have the depraved folk of this town not yet given up?