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PATHOLOGIC 3

Edge UK

|

June 2025

Terminus Est

PATHOLOGIC 3

On the face of it, the Pathologic games are a mix of RPG, immersive sim and survival horror that tell the story of a remote steppe town in an unknown era and part of the world enduring 12 days of a deadly epidemic. Saying that, however, is rather like explaining chess as a tactical game about trapping the king. The details really matter; very few games are so thematically rich. It's fitting, then, that Quarantine — the free prologue and demo for Pathologic 3, set predominantly during the fifth day of the epidemic — squeezes more into three or four hours than most games pack into 30.

As much as anything else, the Pathologic games are about the ambiguity of perspective. The original offered three playable characters (the Haruspex, the Bachelor and the Changeling) who each experienced the town's plague in different ways, interrogating the idea of a single universally experienced point of truth. Pathologic 2, both a remake of sorts and sequel to the original, was intended to retell the story from all three perspectives. As the scope of the game grew, however, the developers ended up focusing solely on the Haruspex. The Bachelor, Daniil Dankovsky, takes the spotlight in Pathologic 3.

“The Haruspex's route is the route of reunification with one's birth town, family, traditions,” art director Elena Alt explains.

Where the Haruspex ultimately places himself within the town, the Bachelor is an outsider, with no interest in it as anything other than a unit of analysis — an object to be dissected, used and categorised. “The Bachelor is an antonym [to the Haruspex],” says narrative director Alexandra 'Alphyna' Golubeva. “He is a man who divides the whole. He thinks in completely different categories. For him, the town is not a living, breathing entity.”

Edge UK'den DAHA FAZLA HİKAYE

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Possessor(s)

After three rounds of layoffs this year and Hyper Light Breaker’s curtailed development in early access, a lot seems to rest for Heart Machine on this plucky Metroidvania side project. The studio has an obvious knack for conjuring up fascinating fantasy worlds, but since its compact debut, Hyper Light Drifter, it’s been less obvious whether it can manage projects of a larger scale. And perhaps, on that count, even the modest Possessor(s) isn’t quite modest enough — it feels as much a victim of the company’s production woes as a showcase for its creative talent.

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Street Fighter 6

Superstition might suggest that even numbers are more auspicious for the series, but it's fairer to say that Capcom learned from the mistakes of Street Fighter V and launched a fighting game that doesn't just feel like a full package, but one that has foundations to build on in future updates.

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There's always a risk in imitating something regarded as a classic: if it offers a template for success, it could just as easily invite unfavourable comparison. Obsidian Entertainment's Fallout: New Vegas has gained that reputation in the 15 years since its release, and while the original The Outer Worlds, led by Fallout creators Tim Cain and Leonard Boyarsky, referenced that series without aping it, the sequel zeroes in on New Vegas as its direct source of inspiration. This explains both why The Outer Worlds 2 is a success and why it can't quite stand tall as a creation with its own identity.

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Fittingly, each stage in Once Upon A Katamari takes place in the past.

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Can a serious makeover preserve the original's identity?

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Wreckreation

It's easy to believe that Three Fields just wants you to enjoy driving at speed in its preposterously big open world

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