Resonance: A Plague Tale Legacy completely turns the franchise’s original style on its head, acting more like the action-packed Uncharted than its predecessors, and it’s the best decision the series could have made.
Most of the time, Plague Tale games are focused on helplessness and stealth. They’re grim adventures that focus on two young children attempting to survive in 14th-century France, while being hunted by soldiers and a sea of deadly disease-ridden rats to uncover a cure.
Resonance also has a similar story, in which another child is suffering from an ailment that needs a cure, but that’s where the resemblance stops. Instead of a helpless kid, you play as an adult who has the combat skills to destroy most things in her way.
It’s a world away from Innocence and Requiem, but Resonance proves that a new direction is exactly what the series needs.
Resonance: A Plague Tale Legacy tells the story of Sophia, a young girl who’s been subjected to some rather odd experiments in a convent. After being broken out by her father, he sets off on a series of adventures to help find a cure and alleviate the disturbing visions that plague his daughter.
All signs point to a rather mysterious island that’s been appearing in Sophia’s visions, which Alec visits and promptly disappears. What follows is Sophia’s journey through the island, uncovering the source of her visions, dealing with betrayal, misplaced trust, heartbreak, and, of course, given it’s a Plague Tale game, extremely disturbing monsters.
In a first for the series, instead of a helpless child sneaking or running away in a dark and deadly region, we have a fully competent fighter who’s able to jump, climb, fight, and hold her own against most challenges she encounters. What we end up with is a unique turn for the franchise, bringing a visually beautiful adventure that feels heavily inspired by Uncharted.
A Plague Tale: Requiem review – Innocence with a bit more Bite
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