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    Home»AI News»Pathogenic review: Damn, it feels good to be a virus
    AI News

    Pathogenic review: Damn, it feels good to be a virus

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    Pathogenic review: Damn, it feels good to be a virus
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    Each node gives bonuses and special effects to the nodes it’s connected to. Moving stuff around can make a huge difference in how your build plays.

    Credit:
    Aberrant Labs/Slug Disco

    Each node gives bonuses and special effects to the nodes it’s connected to. Moving stuff around can make a huge difference in how your build plays.


    Credit:

    Aberrant Labs/Slug Disco

    Say you’re using a weapon that spits out grenades. Cool, but basic. But then you attach an upgrade that makes those grenades grow in size and power over time. And then you add an effect that causes electricity to chain between them. Not content, you buff the damage of the electricity or infuse some other effect into it. Then, just for good measure, you make the whole thing home in on enemies.

    There are an impressive number of interactions, and the game revels in piquing your curiosity. So many times, when connecting items, I’ve thought, “Surely this won’t work—OH MY GOD, IT DOES.”

    The most satisfying part of roguelites isn’t becoming powerful because the numbers went up; it’s becoming powerful due to your own cleverness. Pathogenic is a toybox that rewards experimentation.



    Get so strong, you can barely see what you’re doing.

    Aberrant Labs/Slug Disco

    Get so strong, you can barely see what you’re doing.

    Aberrant Labs/Slug Disco



    Pretty!

    Aberrant Labs/Slug Disco

    Pretty!

    Aberrant Labs/Slug Disco

    Get so strong, you can barely see what you’re doing.

    Aberrant Labs/Slug Disco

    Pretty!

    Aberrant Labs/Slug Disco

    Enemies drop DNA helixes on death; collect them to level up and mutate—i.e., choose between four random passive effects. Every few levels, you’ll be able to evolve into a newly configured pathogen with more slots for upgrades. Different pathogens offer different ways to build your character, including one that starts with very limited slots but lets you add them exactly where you want over time.

    Between runs, you’ll spend the game’s meta-currency (mostly obtained from bosses) to unlock permanent upgrades on a skill tree, making subsequent runs a bit smoother. Each pathogen has its own tree; I’ve been focusing mostly on one for now since progression is slow but steady. There’s a ton to unlock, and completionists should be kept busy for quite some time.

    Infectious fun

    All the game’s content is rich in theme—the items have scientific-sounding names, and the stages pose thematically appropriate hazards. In the lungs, for instance, wind pushes you around, and the intestine stage features a long, winding hallway. The visuals are excellent, the music rocks, and the sound design is punchy.

    Damn Feels Good Pathogenic review virus
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