Four years after the latest installment, Asobo Studio and Focus Entertainment are back to their narrative action-adventure series with Resonance: A Plague Tale Legacy. In the same universe as the previous games but working as a standalone experience, the game tells a new story from when Sophia was younger.
In Resonance: A Plague Tale Legacy, young Sophia is part of a group of plunderers and has been suffering from mysterious visions since she was a child. Due to certain circumstances, she will eventually find herself exploring the ruins of Minotaur Island and facing immense tragedy.
The game takes some time to establish Sophia’s situation from childhood up to the moment she’s a young woman trying to help her group find the key to the island. Of particular note are Sophia’s relationships with her father’s second-in-command, Faro, and Leni, a redheaded plunderer who was a fresh addition to the group.
Sophia is very close to Leni and the two are often together, while her relationship with Faro is distant, like estranged relatives. Seeing how things evolve and eventually lead her to face the mystery the island holds is captivating, and, once there, the story brings multiple twists and digs even deeper.
The truth behind the Minotaur and the island’s situation is particularly sad once the full picture is conveyed to the player. Some of the big plot twists are very easy to guess many hours before these truths come to light, but that’s hardly an issue. The powerful delivery of the reveals makes the journey to get there have the impact it needs, and even complete newcomers should not have any problems understanding and appreciating the journey.
The emotional reveals are enhanced by the expressive performances of the characters in the model animations. They’re very human-like, and the level of detail during the full experience is staggering in combination with many voiced dialogue lines and a soundtrack that does a great job at making the ambiance feel esoteric and mysterious.
As an action-adventure game, players take Sophia through various areas and have to occasionally deal with battles against various enemies. The world feels vivid, with great ambiance and direction for the areas. Even the more linear corridor-like moments of the exploration are filled with interesting dynamics and clever ways that the game guides the player towards the correct path.
From time to time, there are collectibles to find, and it’s possible to distinguish them from the scenery thanks to the objects shining. It’s relatively subtle and depends on the player being attentive to the environment. Since segments of the story don’t allow the player to come back, it’s easy to miss some collectibles entirely.
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