After two fantastic A Plague Tale games, it feels like Asobo Studio has turned the third into its biggest uphill battle on purpose.
Resonance: A Plague Tale Legacy is a prequel — which are just inherently less interesting than sequels — there are no rats, it’s all about combat instead of stealth, and series protagonists Amicia and Hugo are missing in action.
Instead, you play as Sophia from A Plague Tale: Requiem. Remember her? No, me neither. She’s in the game to ferry you about in her ship and doesn’t leave all that much of a lasting impression.
Asobo Studio has made the latest entry all about her, though, as it turns back time 15 years to chart her upbringing and the mysterious visions she had as a child. Sophia’s been dreaming of a Minotaur Island and the myths that accompany such a place; what’s there ties into the Macula curse fuelling the entire franchise.
These story links and the cinematic direction of the game are just about the only ways it replicates the first two titles. If they were the developer crafting its own The Last of Us, then Resonance is more like its Uncharted.
Parkour and melee combat are front and centre with puzzle solving and story cinematics in between. It all comes together to form a solid narrative experience that I don’t think quite reaches the same heights as its predecessors.
The big differentiator is a considerable focus on swordfights.
Sophia has a full arsenal of attacks and a skill tree to upgrade them with, marking a departure from Amicia’s cowering stealth tactics and her sling. You can’t avoid enemy encounters; there are no stealth mechanics in the game whatsoever, so you’re forced to fight.
سەرچاوەی فەرمی بە زمانی ئینگلیزی: https://www.pushsquare.com/reviews/ps5/resonance-a-plague-tale-legacy