A Plague Tale ditches stealth for brawling
55sThis radical shift from puzzle-like stealth to direct combat will spark debate among fans of the series.
▶ Play ClipSkillUp previews A Plague Tale: Legacy (Resonance), a prequel set in ancient Greece that marks a significant departure from the stealth-puzzle focus of its predecessors. The new protagonist, Sophia, is a combat-focused brawler, and the combat system draws inspiration from Ghost of Tsushima. While the above-ground chapter felt derivative of Uncharted/Tomb Raider, an underground monster-chase sequence showcased tense, unique gameplay.
The previous games Innocence and Requiem were double-A hits. The studio CEO David Dedeine said they needed a break from the original story to keep things fresh.
Sophia is a trained brawler with combat maneuvers, weapons, and equippable items. Combat is inspired by Ghost of Tsushima, with three-hit combos, parries, and dodges.
The game is a prequel set more than a decade before Innocence, starring Sophia. It's a self-contained story, no need to play previous games.
Above-ground puzzles feel very Uncharted/Tomb Raider (tilting mirrors, cranks, spike traps). The underground chapter (not shown) features a monster that tracks by sensing blue particles left by movement.
Mixed feelings overall: the above-ground combat and puzzles didn't excite, but the underground sequence was pitch-perfect. The reviewer remains optimistic due to faith in the studio.
The preview leaves the reviewer optimistic but cautious, with faith in the studio's talent and the promise of a unique underground sequence.
"The title accurately reflects the preview's core finding that the game is a significant departure from its predecessors."
What is the name of the new protagonist in A Plague Tale: Legacy?
Sophia
02:14
What is the release date of A Plague Tale: Legacy?
August 28
12:36
Which game's combat system inspired A Plague Tale: Legacy?
Ghost of Tsushima
04:54
What is the setting of A Plague Tale: Legacy?
Mythic Crete (ancient Greece)
09:00
How does the underground monster track Sophia in the preview?
It tracks Sophia by sensing blue particles left behind when she walks or runs.
10:25
Is stealth a primary mechanic in A Plague Tale: Legacy's combat?
No, stealth is not the goal; Sophia charges headlong into groups of foes.
05:53
Is A Plague Tale: Legacy a sequel or a prequel?
A prequel set before the events of the first two games.
07:02
How does Sophia's character differ from the previous protagonist Amicia?
She is a fearless pirate-like brawler, a stark contrast to the scared teenager Amicia.
07:14
What is the basic combat combo structure in the preview?
A three-hit combo where Sophia explodes forth, but can be repelled by enemy steel.
05:00
What is Sophia's quickest way to dispatch foes?
Hidden dagger (unsheathed by holding attack button) for quick dispatch.
05:25
Combat inspired by Ghost of Tsushima
Shows a deliberate shift from stealth-puzzle to action-oriented brawling, a major departure for the series.
04:54Underground monster chase mechanic
Introduces a unique, tense stealth sequence that captures the series' innovative spirit, contrasting with the derivative above-ground content.
10:25Prequel and new protagonist
Makes the game accessible to newcomers while giving the studio creative freedom to explore a different story.
07:02Faith in the studio's talent
Highlights the reviewer's trust in Asobo based on their past successes, even when the preview is mixed.
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[00:20] Resonance A Plague Tale Legacy. Excited
[00:22] to talk about this one, actually. I'm a
[00:23] very big fan of this series. The
[00:25] previous two games, A Plague Tale
[00:26] Innocence and A Plague Tale Requiem,
[00:28] were fairly defining games of the last
[00:30] generation, I think. Not in the sense
[00:32] that they sold a lot, which they did,
[00:34] and not in the sense that they were
[00:34] critically acclaimed, which they were.
[00:36] It's more about the fact that those
[00:37] games, along with a handful of others at
[00:39] the time, were double-A hits at a time
[00:41] when the double-A scene was feeling
[00:42] increasingly imperiled, a feeling that's
[00:44] only intensified in the time since.
[00:46] [music] Innocence felt so breakthrough
[00:48] in so many regards, from its
[00:49] plague-stricken setting to its stealth
[00:51] combat gameplay, to its puzzles that
[00:52] were all about manipulating swarms of
[00:54] rats. Gross when you think about it, but
[00:56] incredibly fun to play, trust me. All of
[00:58] this was wrapped up in a package that
[00:59] looked a million bucks, even though you
[01:00] could tell that the budget for this game
[01:02] would have been vastly smaller than your
[01:04] traditional triple-A title. To top it
[01:05] all off, it just so happened to be
[01:07] beautifully written and emotionally
[01:08] affecting in a way that few games are
[01:09] able to achieve.
[01:11] >> Are you stupid or what?
[01:12] >> I am not stupid.
[01:13] >> Don't shout.
[01:15] >> Children, that's enough noise.
[01:19] >> Shut it up. You're going to get us
[01:21] killed.
[01:21] >> The second game, Requiem, had more
[01:23] budget, more scale, more ambition, and
[01:25] truthfully, I think a little was lost
[01:27] with all that more. Innocence felt so
[01:29] scrappy and intimate, benefiting from
[01:31] constraints in the way that all the best
[01:32] art does. In contrast, Requiem felt a
[01:34] little more flashy and slick as it was
[01:36] reaching for a wider audience, and it
[01:38] was still great, don't get me wrong, but
[01:39] I think it was reaching for just a
[01:40] little too much. That story concluded
[01:42] with great finality, and the studio,
[01:44] Asobo, haven't been at all shy about
[01:46] sharing their reasons for not continuing
[01:48] that story, at least for the moment. In
[01:50] an interview with GamesRadar, the Asobo
[01:51] CEO, David Dedeine, said, quote, "We
[01:53] knew some of our fans were really eager
[01:55] to see the follow-up teased in Requiem,
[01:57] but team spent over seven years with
[01:59] these characters and to keep things
[02:00] fresh, to preserve that creative spark,
[02:02] we felt we needed to take a break to
[02:04] clear our heads and reinvent ourselves."
[02:05] And quote. And you know what? Fair
[02:07] enough. And that brings us to Requiem, A
[02:09] Plague Tale: Legacy, a game set more
[02:11] than a decade before the events of the
[02:12] first game, starring a familiar, albeit
[02:14] younger here, face, Sophia, who in
[02:17] Innocence was a help to Amicia and Hugo
[02:18] in a crucial moment, but here she's her
[02:20] own woman, on the run from a thieving
[02:22] outfit that she left behind and the
[02:23] Venetian army for some reasons that
[02:25] aren't entirely clear yet. This is
[02:26] probably a good time to clarify what the
[02:28] preview build I played involved. It was
[02:30] two chapters, the first set on a Greek
[02:31] island dotted with ancient mythical
[02:33] ruins, and the second being the
[02:35] underbelly of that island, where I was
[02:36] feeling my way through the darkness
[02:38] while pursued by something, something
[02:40] we'll talk about a bit later. So, here's
[02:42] where the preview gets a little
[02:43] complicated. Even though I played two
[02:45] chapters, I'm only allowed to show you
[02:47] footage from one of those chapters, the
[02:49] one set above ground. That's a crying
[02:51] shame because I honestly didn't love
[02:54] that chapter for reasons I'll describe,
[02:56] but I really, really loved the second
[02:58] chapter, the one that I'm not allowed to
[03:00] show you. I'm very confused why Focus
[03:02] would want to hold this footage back
[03:03] since I think it does a fantastic job of
[03:05] showing what's unique about this game,
[03:07] where the other chapter feels like
[03:09] Uncharted or Tomb Raider again.
[03:11] Perfectly fine if you're after another
[03:12] one of those, but I appreciate this
[03:14] series for its unique choices and this
[03:16] chapter doesn't have a lot of those. And
[03:18] that's kind of the TLDR for this video,
[03:20] to be honest. This is a very, very
[03:21] different package from the other two
[03:23] Plague Tale games and that's fine,
[03:25] especially given the team were clear
[03:26] that they wanted to stretch some other
[03:28] creative muscles, but I'm not yet bought
[03:30] into a number of those decisions and
[03:32] I'll need to spend more time with them
[03:33] to see where they land. Other parts of
[03:35] the package, particularly that second
[03:36] chapter, have immediately hooked me, but
[03:39] it's hard for me to convince you of that
[03:40] when I can't show it to you. For now,
[03:42] you'll just have to trust me when I say
[03:43] that there's more to this game than it
[03:44] first meets the eye and ultimately, I
[03:46] have a lot of faith in the talent of
[03:48] this team because they haven't let us
[03:49] down yet and I don't think they're about
[03:51] to start now.
[04:03] >> [music]
[04:05] >> Let's bite off the meatiest bit first,
[04:07] combat. Combat in the previous Plague
[04:08] Tale games was never about full frontal
[04:10] assault since Amicia was a teenage girl,
[04:12] and she wouldn't fare well squaring off
[04:13] against armored brutes. Instead, combat
[04:15] was about using meager tools like a
[04:17] sling to distract or stun guards while
[04:19] manipulating your environment to your
[04:21] advantage. A guard protected from the
[04:23] rats by torchlight instantly became rat
[04:25] food when you extinguished said torch,
[04:27] and so combat was actually more of a
[04:29] puzzle game than anything else.
[04:35] >> [screaming]
[04:35] >> Here in Requiem, combat is combat.
[04:37] Sophia is a trained brawler and has
[04:39] absolutely no trouble in a fight. In
[04:41] chapter five, which is where my preview
[04:42] kicked off, Sophia already has a number
[04:44] of combat maneuvers, weapons, and
[04:45] equippable items at her disposal, and
[04:47] frankly, she's a bit of a powerhouse.
[04:53] Asobo have said that they've taken
[04:54] inspiration from Ghost of Tsushima's
[04:56] combat, and you can feel a bit of that
[04:58] here in the pacing and clashiness of
[05:00] combat. It's driven by three-hit combos
[05:02] where Sophia explodes forth, but she can
[05:04] quickly be repelled by enemy steel.
[05:06] Similarly, enemies will circle and await
[05:08] their turn to strike, colored flashes
[05:09] denoting moves that should be parried or
[05:11] dodged.
[05:16] At a foundational level, it's very
[05:18] simple stuff. There's only one attack
[05:19] button and only one melee combo, though
[05:21] different animations will trigger when
[05:23] doing that. Crucially, holding down the
[05:25] attack button will unsheathe a hidden
[05:26] dagger, and this is Sophia's quickest
[05:28] way of dispatching foes, with the
[05:30] trade-off being that enemies can easily
[05:31] repel this attack if they aren't already
[05:33] staggered.
[05:36] There are also little flourishes here
[05:37] and there. A grapple allows you to pull
[05:38] down pesky archers.
[05:42] There are also throwable weapons,
[05:43] plunging jump attacks, but there doesn't
[05:44] seem to be any stealth takedowns. Or if
[05:46] there are, I wasn't able to trigger them
[05:48] when sneaking up behind guards. The
[05:50] positioning of enemies in each of the
[05:51] combat spaces makes pretty clear that
[05:53] this is not a game where stealth is the
[05:54] goal. Sophia charges headlong into
[05:56] groups of foes who can see her coming
[05:58] from a mile away, so the contrast to the
[06:00] previous A Plague Tale games couldn't be
[06:01] any starker.
[06:04] >> Interrupting something?
[06:08] >> Got to say though, all of this is
[06:10] perfectly fine, perfectly functional,
[06:12] but it really wasn't ringing my bell all
[06:13] that much. We've all played combat that
[06:15] is deeper than this, that feels better
[06:17] than this, that's more playful and
[06:19] expressive than this. I do get the sense
[06:20] that the combat sandbox will open up as
[06:22] the game progresses, but here in this
[06:24] moment it felt a little rote. That was a
[06:26] bit of a disappointment to be honest. I
[06:28] love how much the A Plague Tale games
[06:29] took an innovative approach to the
[06:30] question of combat, not shying away from
[06:33] it as much as looking to accomplish the
[06:35] same goal by different means. No game
[06:37] I'd ever played had asked me to turn
[06:38] swarms of rats against my foes. If
[06:40] Requiem has similar innovations in its
[06:42] combat design, they certainly aren't
[06:44] here in this portion of the game.
[06:48] >> Fight for the homeland you left behind.
[06:51] >> Yes, right.
[06:53] You can't
[06:53] >> No, I haven't.
[06:56] >> You know I do.
[06:57] >> Just as A Plague Tale has changed up the
[06:58] core gameplay model, they've also
[07:00] adopted a very different approach to
[07:01] storytelling. This is a prequel set
[07:03] before the events of the first two A
[07:04] Plague Tale games, but it's its own
[07:06] self-contained story. You absolutely do
[07:08] not need to have played the previous
[07:09] games before playing this one, making it
[07:11] a very easy jumping-in point for anyone.
[07:13] Sophia is the star of the show here.
[07:14] She's a stark contrast to Amicia, who
[07:16] was a scared, untrained teenager.
[07:18] Sophia, on the other hand, is a fearless
[07:20] and fearsome pirate, or thereabouts. She
[07:22] ran with a gang for a while, but made
[07:23] the decision to leave them, taking with
[07:25] her a precious artifact journal that led
[07:27] her to this mysterious island. It wasn't
[07:29] the only thing leading her here though,
[07:31] because Sophia is also having visions of
[07:32] the past, visions that see her embody
[07:35] the mythical Greek hero Theseus, most
[07:37] famous for slaying the Minotaur. In
[07:39] these sections you're transported back
[07:40] to the island as it once was, fighting
[07:42] in the packed arena for fame and glory.
[07:44] >> Coward!
[07:50] It seems like there's an A and B plot
[07:51] going on here in Resurgence. The A plot
[07:53] is about this mysterious place and
[07:55] Sophia's unique connection to it. Later
[07:57] Sophia will have visions that see her
[07:58] meet Daedalus and the labyrinth that
[08:00] haunts her dreams comes into view. We've
[08:02] seen these mythic retellings countless
[08:04] times before, but A Plague Tale Requiem
[08:05] here seems genuinely interesting given
[08:07] its darker tone and mature themes. The B
[08:09] plot is the one about Sophia on the run
[08:11] from her old criminal gang, fighting
[08:13] alongside her trusted friend who came
[08:15] along for the ride. This one I'm
[08:16] honestly not too sure about yet. The
[08:18] gang members that pursue her all cut an
[08:20] interesting figure in that they have
[08:21] plenty of presence and personality and
[08:23] they certainly don't look like they're
[08:23] messing around when they threaten Sophia
[08:25] or her friend Lenny. Truth is, honestly
[08:27] just haven't seen enough of this yet to
[08:28] really have a firm view on it, but
[08:30] storytelling was always a strength of
[08:31] this team and I very much doubt they're
[08:33] going to drop the ball this time around.
[08:35] >> You left the whole gang to [music] face
[08:36] the army alone. You left with the
[08:38] sphere, the book. Now tell me again, you
[08:42] didn't betray me?
[08:43] >> I reclaimed
[08:46] what was mine.
[08:50] >> You heard me.
[08:52] Caleb.
[08:53] >> I'm a little less confident when it
[08:55] comes to the game's setting and puzzle
[08:56] design or maybe it's better to say I'm a
[08:58] little more conflicted. Resurgence is
[09:00] set, at least in this part of the game,
[09:01] on a mythic version of Crete and that
[09:03] looks just about exactly as you'd expect
[09:05] it to, white stone columns and mosaic
[09:07] trims. The previous Plague Tale games
[09:09] were set in medieval France during the
[09:10] plague, a location and time period not
[09:12] often experienced. Ancient Greece is
[09:14] perhaps the most rendered video game
[09:16] setting ever and so it certainly doesn't
[09:18] leave as much of an impression as
[09:19] plague-ridden France. In its defense
[09:21] though, it is a very pretty looking game
[09:23] and much like Requiem, you could tell
[09:24] that the team had some budget to work
[09:25] with here to make all of this look
[09:27] really great. Honestly though, the stuff
[09:28] you're seeing here isn't anywhere near
[09:30] as impressive as the stuff you're seeing
[09:31] underground. Again, that's the stuff I
[09:33] can't show you. There you'll see the
[09:34] underbelly of this world. It's darker,
[09:36] more starkly lit, more megalomaniacal in
[09:39] its scale. It's unique in a way that
[09:40] this stuff up top just isn't. [music] I
[09:42] also think that from a gameplay
[09:44] perspective, the stuff I was playing
[09:45] through above ground wasn't doing a lot
[09:47] for me. This is very, very Uncharted,
[09:50] very Tomb Raider. It's tilting mirrors
[09:52] to light up targets, it's jumping over
[09:53] pillars in very specific orders lest you
[09:55] trigger the spike trap, it's turning
[09:57] slow-moving cogs and cranks this way and
[09:59] that to open new platforming pathways,
[10:01] etc. And hey, absolutely nothing wrong
[10:03] with this stuff. It's timeless. They're
[10:04] playing here, and none of it is any
[10:06] worse than you've experienced in other
[10:08] games, but it's also no better. And
[10:10] again, I found myself reflecting on how
[10:11] much more interesting the stealth and
[10:13] puzzle sandbox of the previous games
[10:14] were. But the game really does flip a
[10:16] switch when I enter the underground.
[10:19] Separated from my friend who I was
[10:20] fighting alongside, I now need to make
[10:21] my way through this underground ruin
[10:23] while something hunts me. It's something
[10:25] that's only hinted at in the game's
[10:26] trailer, and again, I can't show it to
[10:28] you here, but it's an organic monster of
[10:30] sorts, one that clings to the walls and
[10:32] kind of grows out of them. It can't see
[10:34] you, but Sophia would attract and leave
[10:36] behind these blue particles on the
[10:38] ground whenever she'd walk or run, and
[10:40] the monster would track you by sensing
[10:42] and inhaling these particles. It
[10:44] couldn't enter any lit areas, however,
[10:46] and Sophia wouldn't leave behind any
[10:48] blue particles when she was crouched or
[10:50] hidden. So, imagine this incredibly
[10:51] tense 30-minute-long sequence where I
[10:53] spent all this time sprinting towards
[10:55] the next light source with this thing
[10:57] nipping at my heels, and at other times
[10:58] I was carefully and quietly stealthing
[11:00] between cover points while this monster
[11:02] loomed just a few feet away. Set in this
[11:04] darker, more striking setting, this
[11:06] section was absolutely the highlight of
[11:07] my time with the game, and ultimately,
[11:09] it's what got me over the line. Since I
[11:11] didn't love that first chapter, and I
[11:12] wasn't feeling very bought in on many of
[11:14] the decisions that A Plague Tale had
[11:15] made, but this chapter's setting,
[11:17] storytelling, and gameplay felt
[11:19] pitch-perfect. Each of those elements
[11:20] was totally different from the previous
[11:22] Plague Tale games, but they had the same
[11:24] spirit. Arresting environments, mature
[11:26] storytelling, as well as unique, tense,
[11:29] stealth-based gameplay.
[11:31] >> Come on. Have some [music] faith.
[11:33] >> Drop it.
[11:34] Watch out.
[11:35] >> So, a bit of a mixed preview. You might
[11:37] be wondering, how do I feel coming out
[11:38] of all this? Well, I'll tell you, I was
[11:40] going to play this game no matter what
[11:41] because I have a lot of faith in this
[11:43] studio. What this team did with
[11:44] Innocence and Requiem was fantastic, and
[11:46] I was day one with them for their next
[11:48] project no matter what, and that
[11:49] certainly hasn't changed from [music]
[11:50] this preview. What I will say is that
[11:52] it's too early to judge Resonance based
[11:54] solely on these two chapters. I do need
[11:56] to spend more time with its story to
[11:58] actually immerse myself in it. I need to
[12:00] know these characters better. I need to
[12:01] see how the combat and stealth sandbox
[12:03] opens up over time. There are just too
[12:05] many variables right now for me to call
[12:06] it one way or the other. But, at a high
[12:08] level, there's no part of this package
[12:09] that I'd call bad. It's not that I
[12:11] disliked things. It's more that some
[12:13] parts of it just didn't excite me as
[12:14] much as others. The combat in that first
[12:17] setting didn't grab me, but the creature
[12:18] chase and that underground sequence
[12:20] absolutely did. Overall, it is what I
[12:22] said a moment ago. I'm carried by my
[12:23] belief in this team and my genuine
[12:25] interest in their spin on things. If I
[12:27] was a betting man, I'd bet that in the
[12:28] end this turns out to be a great game,
[12:30] even if some parts of it are less unique
[12:33] than what Innocence and Requiem was
[12:34] serving up. Resonance is out pretty
[12:36] soon, actually. It's targeting an August
[12:37] 28th release, and it will be day one on
[12:39] Game Pass, making it very easy to check
[12:41] out if you're at all interested. Before
[12:42] that, though, I will be doing a full
[12:43] review, so do look forward to that, and
[12:45] be sure to subscribe so you don't miss
[12:46] it. If you've got any questions, do
[12:47] leave them down in the comment section
[12:48] below, and I'll get to them in that
[12:49] final review. That's pretty much it.
[12:51] Thanks for watching, and I'll see you
[12:52] next time. Bye-bye.
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