Resonance: A Plague Tale Legacy jumped me right off the bat, as I had expected a completely different game based on my experience with previous entries in the franchise. While I anticipated a linear, slow, stealth-focused game, what I got was a very involved, high-octane adventure full of emotion, action, and haunting imagery and what felt like a culmination of many years of Asobo’s creativity.
This title is the pinnacle of the Plague Tale franchise, refined and polished to achieve a new level of linear storytelling, one complete with rewarding exploration, secrets, and mysteries to unravel.
I loved every bit of it, and even if it was somewhat repetitive at times, Resonance is truly Asobo’s crowning achievement.
Resonance is set some 15 years before the events of Requiem and Innocence, and this time we follow Sophia, a member of a community of plunderers (fancy name for pirates) who stumble upon a strange island near Crete in the first half of the 14th century. Sophia’s father, Alec, develops an obsession with the place, while Sophia herself serves as the key to unraveling the island’s strange secrets.
From a young age, Sophia had been experiencing strange dreams and nightmares. In time, she’d realize that what she had been seeing was more than real and could have helped her nation of ne’er-do-wells finally strike it out for the ultimate prize.
One thing leads to another and, as the island’s curse would have it, Alec dies, leaving Sophia in the hands of his second-in-command, Faro.
We exclusively control Sophia in the main timeline, but, in true Plague Tale fashion, she is later joined by a cunning thief named Leni, who helps her explore the island—which turns out to be the mythical location of the Minotaur and its Labyrinth. Sophia constantly has visions of the great Minoan empire, which gives you direct insight into the cult of the bull worshipped by its people. You also get to play as legendary hero Theseus during these visions as he participates in many battles to gain a chance to fight the Minotaur itself.
We constantly flip back and forth between the 14th century AD and the Minoan era. The game forms an unbreakable bond between Theseus and Sophia, though thousands of years stand between them: understanding one means having a strong grasp of the other. Both serve to inform the game’s incredible new combat system, now built around involved and skilled fighting rather than skulking and stealth.
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