Reviews from

in the past


de cara nem dei muito pelo jogo e so comecei esse porque meu pai vivia falando dele ha meses mas me impressionei MUITO. narrativa maravilhosa e graficos lindos gameplay delicia fiquei emocionada no final.. um jogo muito bem feito pra um estudio pequeno e nao muito conhecido. página do facebook EU QUERO SER Irmã mais velha

Segundo zerado no ano

Excelente jogo, divertido, a gameplay eu achei bem travada, mas acho que não incomoda tanto, Amicia é uma ótima protagonista e a relação dela com os outros personagens é bem escrita, diria que você se preocupa com todos em sua volta, Hugo é uma criança que as vezes irrita mas junto com a Amicia, formam uma bela dupla bem carismática

Um The Last Of Us na idade média podemos falar, óbvio que TLOU é melhor, mas esse jogo aqui entretém bastante também, gostei da aventura, da trilha sonora, do visual que muita das vezes é incrível e da história que é bem legal, os puzzles e etc que as vezes aparecem são bem divertidos também

Um belo jogo, recomendo pra quem busca uma aventura bem escrita e bem tematizada

É um bom jogo, trilha sonora muito boa e direção de arte estonteante, eu só achei a jogabilidade bem mais ou menos, ela é bem fluida pelo menos, mas deixa o jogo chato em alguns momentos.
Os boss também me decepcionaram um pouco, é um tanto fácil, assim como o jogo em geral, como um jogo stealth, eu tava no aguardo de um boss no mesmo estilo, mas não. Porém para um jogo "Indie" é aceitável.

I will always disapprove of the inclusion of any form of combat system in games like this, instead of keeping the focus entirely on stealth and puzzles

This review contains spoilers

Very similar to last of us being a horror survival adventure picking up small amounts of resources on the ground to slowly upgrade your gear and build consumables. Where it comes into its own is replacing zombies with rats, which work very well as a horror mechanic since they attack like ravenous piranhas. Gameplay wise the game does a lot with avoiding, running away from, luring and eventually controlling the rats. Quite possibly one of the funniest final bosses of all time battling rat tornados with the pope.


Acredito que esse jogo foi o 2º que mais me agradou no ano de 2021 (ano no qual eu joguei). Após jogar tantos títulos que não ousam/arriscam o suficiente em seus roteiros, mecânicas e personagens sendo mais humanos/realistas, este título me provou que não é necessário uma empresa gigante para que um ótimo produto seja feito.

Bem, começamos no interior da Europa no controle da adolescente Amicia, que por sinal será a única personagem que controlaremos predominantemente ao longo da jornada enquanto protegemos o seu irmão mais novo, Hugo. Após uma série de acontecimentos trágicos envolvendo a família deles é aí que a estória começa. Dois jovens devem percorrer uma boa parte do país enquanto uma pandemia está cobrindo o caminho deles em morte. Essa é uma boa narrativa pra empatia.

A ambientação do jogo surpreende ao ponto de você achar que está naquele momento histórico (experiência minha): Cenários cinzentos para mostrar o peso emocional, cores quentes para mostrar o conforto após um ou vários problemas, notável forte influência da igreja na época medieval tendo em vista imagens sacras em vários móveis, crucifixos e capelas.
Chegando nos vilarejos podem-se serem notados nas portas das casas inúmeros "X", avisando que ali residem pessoas afetadas pela peste e que os demais devem ficar longe. E falando em peste, somos apresentados as verdadeiras ameaças do jogo, os ratos. Eles sempre estão envolvidos em enigmas que só possuem um meio de solução, ou seja, fez errado vira comida de rato.
Porém, em relação ao combate entre humanos, aqui as possibilidades aumentam, já que em uns 90% do jogo você estará sendo furtivo contra eles. E sério, não é nem um pouco inteligente você querer confrontá-los pra um X1. Assim, o modo de como você pode distrair os guardas desse jogo é por aquele esquema de "nossa, ouvi um barulho ali... vou dar uma olhada e demorar um tempo pra voltar à minha posição original". Não que seja ruim, é apenas clássica seguida de uma I.A. suspeita. E também são até que curtas, você pode fazer speedrun dessas seções que pausam a narrativa dramática se quiser.

Quando Amicia mata pela primeira vez alguém para proteger o seu irmão é bem demonstrado o arrependimento e confusão que ela está sentindo. Tipo, ela não queria matar, mas precisou fazer isso para proteger alguém que ama, então ela apenas agiu instintivamente no início. E também ela vai amadurecendo e entendendo que para continuar viva naquele lugar, a morte dos inimigos é necessária.
E por falar em início, aqui irei comentar sobre alguns pontos onde a morte é retratada com tanta carga ao ponto de eu hesitar em continuar com certas escolhas. Pra quem jogou deve se lembrar daquele soldado encurralado em grades durante uma fase onde só tem corpos no chão... se lembrou? Bem, naquele momento eu hesitei. Fiquei observando e tentando usar meus 2 neurônios para encontrar uma outra alternativa... porém como não encontrei nada, nem devo ter procurado ou pensado tanto direito, tal soldado foi de arrasta pra cima. E logo em seguida veio um sentimento de culpa martelando a seguinte frase: "Será que eu poderia tê-lo ajudado?"
Sim, você pode ajudá-lo. Fiquei sabendo disso quando fui fazer um troféu do jogo relacionado a esse soldado.

Conclusão:
"A Plague Tale: Innocence" é um jogo linear que dificilmente o player irá se perder mesmo indo atrás de coletáveis ou só explorando pequenas áreas adicionais das fases, o caminho entre ratos e humanos já estão pré-definidos que não possibilitam tantas opções a nós, a história tem o seu potencial liberado logo de começo explorando bem a relação entre os irmãos de tentarem sobreviverem a todo esse caos, só que na metade acaba se perdendo um pouco colocando o sobrenatural (particularmente não tenho nada contra, só que eu achava que seria algo mais pé no chão), os personagens amigos tem seus momentos que poderiam ter sido mais bem aproveitados (apenas o Rodrick que conseguiu me prender o suficiente, e isso intensificou logo após ele encontrar o antigo negócio da família), senti uma ausência de interação entre Amicia e Hugo, tipo, eles compartilhando presentinhos ou conversando mais nos momentos calmos, a estória vai pra um lado heroico "o escolhido", particularmente eu acho essa narrativa meio passada, contudo, você nem vai se importar com isso enquanto estiver entretido na jornada e não ser um chatão.

it is like the last of us but with rats and in 14th century france. it has some of the most jaw-dropping environments I've ever seen in a game, and it has an interesting approach to combat as your character is ill-suited for up-close-and-personal fights, so you have to find creative ways to take out enemies before they can get close to you.

This is one of those games that you enjoy in its majority, wonder one or two times how close you are to the ending, and when you reach the ending you only wish there was at least one more chapter before wrapping up the story.
Because even with some of its cons, A Plague Tale: Innocence is nothing short of captivating.

The story is interesting, and the characters for the most part are engaging (although I would have liked the game fleshed out more in the background of characters like Lucas or the Mélie/Arthur).

The scenery, environments, and world-building of a France in ruins amidst the Black Plague are simply jaw-dropping, and the graphics to this day are top-notch, even more impressive considering this was done during Asobo's "AA phase."

The gameplay itself is mostly walking and hiding with some moments of action (especially towards the final chapters) and puzzles. The enemy AI works, but doesn't go beyond the chase-and-attack pattern, so it is relatively easy to evade and/or escape from (although I liked the dynamic dialogue while searching for you). The puzzle aspect is pretty straightforward, apart from two puzzle sections that were clever in their use of the game tools, the rest repeats the same pattern but with different variants (spoiler, you'll use light and fire a lot). The main highlight of gameplay is the interaction with the rats (more of an antagonist than the "real" antagonist IMO) and how they serve both as a tool in favor or a messy obstacle. You can get used to their presence, but they never stop being unnerving, and the technical aspects that made them possible are to be applauded. Although there is room for improvement in the gameplay department, it still delivers an enjoyable experience that may not elevate but neither affects too much the overall experience

The sound design, both in-game sounds and soundtrack, are in my opinion the best aspects of this game, as they blend along with the events occurring during the game to create from soothing moments of peace up to the most tense sequences I've experienced in a videogame. The voice acting is quite good as well, although it is a pity that the face animations don't go in parallel with the quality of these (understandable considering the AA status of the game).

Overall, a surprisingly good package that will appeal mainly to narrative-driven gamers or those looking for more of an "experience" rather than pure over-the-top gameplay. If you can get used to the slow pace of the game, somewhat simple gameplay, and the less-impressive technical aspects (face animations... yeah), it is a guarantee that you will find something to love or at least enjoy about A Plague Tale: Innocence. I did, and I cannot wait to try the sequel (well... at least until I get a capable-enough PC)

A riveting puzzle game that will depress the shit out of you. It's a miserable time in a miserable setting, but it's the ambiance and incredible environment that sells it so well.

There have been plenty of "Adopt the child" escort plots we've seen, but the relationship between Amicia and Hugo is a slight departure from that formula that'll leave you heartwarmed. The sibling relationship is a different dynamic that I can appreciate a lot. Hugo is much more useful than his predecessors while also being a lot younger, and it ups the stakes without making him feel like a prop.

I wish that I could feel the same for the other characters, but I don't really. Their presence in the story isn't as effective to me, and I'm not quite sure I totally understand the major conflict towards the end. There's a sudden turn that the story takes near the end that seems to only really happen for the sake of needing a conflict and it's a jarring transition.

The variety of weapons and powers are very fun aspects to a game where death is basically everywhere, but having to constantly swap between them mid-sneak or combat is kind of annoying which makes the final battles hit a nerve.

Despite those annoyances, it's short and sweet and I still enjoyed it thoroughly.

A Plague Tale: Innocence introduced a grim yet cinematic setting and an emotional story with two siblings at the forefront. There were no alternate paths or choices, instead it embraced being linear in the tried and true fashion. The stealth, of which there was a lot of, was at times challenging, but satisfying once figured out. The mechanics involving the swarms of rats were definitely the highlight—avoiding them or using them as a weapon, it felt unique.

That said, I don't think I'll ever want to play it again and I can't exactly say why. Maybe it’s because of how tense I was throughout the playthrough, where little mistakes were unforgiving and frustrating.

I just can't anymore. I uninstalled and reinstalled this game three times before I finally pulled the plug.

Incredibly frustrating, awful dialogue and acting, rotten characters, very linear design, instant fail nonsense if you don't do things EXACTLY the way the developers want you to, blah blah blah.

It's such a VIDEOGAME videogame. Go here, press this button, interact with this shiny thing, press that button, go there. I haven't played a game that wound me up like this in a while. Unbelievably annoying.

A great game. The story is well written and interesting, and the gameplay is really fun. A good call if you are looking for a good singleplayer game.

A Plague Tale: Innocence is a captivating story centered around a teenage girl who finds herself burdened with the responsibility of protecting and caring for her young brother, who plays a pivotal role in this gripping adventure. The game features elements of stealth, such as sneaking past enemies, throwing rocks, and facing death, only to try again.

Oh yes! How could I forget!? There are also a lot of rats! Yes! Rats! Lots of them!

While it may not be as emotionally intense as I initially anticipated, it is still a fine game worth experiencing.

Plague Tale: Innocence is an absolute gem that took me on an emotional roller-coaster. Right from the beginning, its captivating narrative and meticulously designed world immersed me in a harrowing journey of survival during the plague-stricken medieval times. The characters are so well-developed evoking their struggles, fears, and triumphs as if they were your own.

The game's unique blend of stealth, puzzle-solving, and storytelling kept me engaged at every step. Navigating through swarms of rats and unravelling the mysteries of a world in chaos is both thrilling and heart-wrenching. The use of light and shadows adds a layer of tension that keeps you on your toes.

Visually stunning and backed by a hauntingly atmospheric soundtrack, Plague Tale: Innocence is an unforgettable experience. Its emotional depth and well-crafted gameplay make it a must-play for anyone looking for a captivating narrative-driven adventure. Prepare to be moved and captivated by this dark tale of innocence in the face of adversity.

The first entry in the Plague Tale duology is a real mixed bag. There is a lot I really liked, but there’s some glaring issues, so I’ll start with my greatest complaint.

This game is rife with tired “stealth” segments that take all the wrong lessons from The Last of Us. The vast majority of these sections provide you the illusion of choice when you really just have to kill your way through almost every obstacle, or cheese your way through to the exit, leaving you feeling dissatisfied either way. Plain and simple: it’s not stealth if there’s nothing alive to sneak past. The absolute best stealth systems allow for pacifism, or at the very least some semblance of flexibility (ex: the Metro series).

The implicit and explicit commentary on the terrible things our heroes must do to survive the horrors of the world they’ve been thrust into is not lost on me. I don’t expect them to be able to get through this dark and grisly situation without blood on their hands, I just wish that we were actually given more agency, as opposed to putting up this facade for what is - in reality - a bit more of a guided experience.

Aside from my complaints regarding stealth, I actually find the rest of the gameplay very well done. All of the light puzzles are a blast, and when you are in combat, it feels absolutely fantastic. The penultimate chapter specifically is when everything clicks into place and hits its stride; a bit late, but well worth it.

Immediately at its onset, the presentation is a feast for the senses: highly immersive, and a wholly impressive accomplishment for a smaller studio. The music and graphics are spectacular, helping to punctuate key story moments and take them over the edge. While the world around you is bleak yet captivating, I couldn’t help but feel that the story itself left more to be desired.

While not as compelling a narrative as its clearest inspirations, this is a game that devotes a lot of time and energy towards story-telling. There were some moments in the back half where I struggled to maintain my engagement, but it had reeled me back in by the end. Not my favorite story in gaming, but without any specific things to nitpick, I’d say it’s decent.

Furthermore, the acting is exceptional throughout for the English cast. The children performing are consistently impressive, but delivery feels a bit awkward in many instances. To me, it seems like they were always recording separately, and the dialogue doesn’t feel conversational at times. Not a big deal, but it takes the wind out of the sails of some otherwise killer performances.

Ambientado num dos piores períodos da história humana, marcado pela praga da peste bulbônica e do cristianismo, A Plague Tale começa íntimo e focado no que interessa: a relação dos irmãos.
Há vários jogos que não tem jogabilidades necessariamente incríveis e mesmo assim são considerados espetaculares pelo peso de sua narrativa, como The Last of Us. Esse é o TLOU da Shopee.

Segue a fórmula "jogo filminho", trazendo nada de novo ou único, com inimigos burros e jogabilidade truncada extremamente mal mapeada baseada em se esconder no mato e tacar pedra, seja pra chamar atenção ou pra matar inimigos. Sim, matamos um exército de inimigos tacando pedras. Também morremos com apenas um golpe, o que é sempre frustrante.
Nenhuma mecânica parece explorada ao máximo, principalmente a de companheiros, e os upgrades não nos dão a sensação de ficarmos mais fortes, e sim menos fracos.
É o tipo de jogo que não solta sua mão nunca, com os personagens falando, e principalmente sussurrando o tempo inteiro o que fazer, e um aviso de "R3- OLHAR" toda vez que algo acontece, mesmo que na sua frente.

A narrativa não salva. Imagina se The Walking Dead fosse sobre combater os zumbis ao invés de ser sobre família? É tipo isso que acontece lá pra metade, justamente quando entram vários personagens pra nos acompanhar. O tema de morte e irmandade fica de lado e o combate contra os ratos e a inquisição vira o principal.

Os ratos são impressionantes de se ver, assim como os belos cenários. A ambientação é um ponto altíssimo do jogo, a arquitetura é de cair o queixo. Os artistas de cenário merecem um aumento pelo trabalho espetacular, mas também merecem bronca por terem abandonado seus postos de animação facial, que são ruins, ainda mais num jogo como esse.

O maior erro desse jogo é cair nas convenções do mercado. Ele não precisava de combate, de chefes, de jogabilidade de ação no geral, mas abriu mão de uma boa execução de seus temas para se encaixar no mundo da arte comercial.

This was alright. The setting's fantastic and the rats are genuinely very impressive, but the game never manages to shake off the “The Last of Us/God of War at home” vibes. It also seemingly can’t decide if it wants to be a walking simulator or not, because it gives you a really cool arsenal to approach encounters with but the encounters themselves are so incredibly rigid and usually only have one solution so it ends up not mattering all that much.

The story is fine up until a certain point where it kind of goes off the rails but the characters are great and the voice acting is genuinely fantastic across the board. I really loved Hugo and Amicia’s relationship, but I feel like that has more to do with me and my relationship with my big sisters as opposed to the game actually making me care about them, because you don’t really see their relationship progress naturally like you do in something like The Last of Us with Joel and Ellie or other games of this ilk. Things are weird between them and then they’re not, and then they’re weird again and then they’re not. It never felt natural to me.

I don’t know, it was a perfectly good experience, I’m just a little whelmed given the insane word of mouth this game got.

Ótima história, atuação e toda a parte técnica, uma trilha sonora excelente, gráficos lindos e uma boa otimização pro Xbox Series, mas contrastando com tudo isso, está a gameplay, que é focada no stealth e bem linear. A Plague Tale: Innocence é muito filme pra pouco jogo, porém, o quesito técnico quase compensa a falta de uma boa jogatina. É um jogo que poderia facilmente ser adaptado para uma série live action, dado o seu conteúdo que é bem cinematográfico.

It has a surprisingly good story, the environments and the visuals are absolutely amazing. The setting and pathing remind me a lot to The Last Of Us. Wasn't really a fan of the combat, but the environmental puzzles were quite good.

Simplismente um jogo incrivel, tem uma história muito boa e muito viciante de jogar, zerei ele 100%, uma das melhores experiencias que tive com jogos desse tipo, uma das unicas coisas ruins é o IA dos inimigos (que são bem burros).

I feel a little personally offended at some of the poorer reviews of this game, and I think that's because the game itself resonated with me. It's not a perfect game, but I think four stars are well-deserved. Maybe the difference between myself and some other reviewers is I had no expecations playing this game. In fact, if anything, I would say I had pretty low ones considering this was my first free game from Epic Games. The gameplay was new to me and no it's not like it's always the most exciting, but it's reasonably satisfying. The real reason to play this game of course is the story and the emotion. The actual look of the game is nothing to snub your nose at either. They really amped it up for the sequel I think because it's almost a character itself in the story at times. This game gives you puzzles, action, suspense, a new female lead anyone could get behind, heart-warming and also heart-breaking moments, some collectibles for those that like to explore, and maybe most of all, it gave me something to think about. Long after I stopped playing. This is a game that gives you a reason to play and I think it's worth anyone's time. Seriously. Just be prepared to jump into the sequel once this one hooks you.

Esse jogo é CHATO

A ambientação desse jogo é uma das coisas mais belas que já vi, junto com seu gráfico. Os cenários e atmosfera são lindíssimos e muito imersivos, bastante sinistro e sombrio.

A história ela só cumpre o papel, não tem tanta profundidade, inovação e nem mesmo plot twists, algumas coisas são bastante absurdas (?) E outras um tanto previsíveis. Os personagens não tem tanto carisma e parecem ter uma relação um pouco forçada e apressada, não dá tempo e nem motivo se se apegar a eles portanto não tive nenhuma sensação de tensão que o jogo tenta passar o tempo todo e não fiquei aflito em parte alguma.

A trilha sonora é bem bacana, apesar de não ser A MELHOR, ela é bastante agradável e encaixa bem com o jogo.

A temática de um jogo medieval sempre me atrai muito e em relação a isso a ideia é bem boa, eu nunca joguei um jogo TÃO medieval quanto este.

O grande problema desse jogo são as inúmeras questões com a gameplay.

O sistema de melhorias não demonstra NENHUMA diferença em gameplay, não há progressão aqui.
O menu de itens cheio de coisas são bastante opcionais e até dispensáveis, bastante ocasionais usando somente no determinado capítulo que você desbloqueou aquilo, ou para passar pequenos trechos.
A câmera é bastante lenta e as mecânicas de gameplay um pouco travadas e sem graça, o combate é praticamente inexistente.
É um jogo de Stealth que não te dá nenhuma liberdade pra fazer algo do seu jeito, nem ao menos fazer um pouco diferente. Você precisa seguir um script e passar somente na hora certa, distrair um inimigo daquele jeito, matar inimigos naquela ordem coisa que se fosse até um filme com quick time events seria mais divertido e mais tenso.
Os inimigos mais leves e fracos do jogo e os inimigos mais pesados e fortes não diferem em nada uma vez que você morre somente com um golpe numa cutscene já montada, sempre do mesmo jeito.
Se um inimigo viu você, pode largar o controle, você não vai escapar dele correndo, e talvez com muita sorte se escondendo ou entrando em algum lugar, mas isso é quase impossível.

O jogo é mais sobre fazer puzzle do que sobre combate, narrativa e até stealth. Dito isso, foi uma experiência bastante ruim pra mim, que detesta jogos de puzzle.

No fim das contas o que salva esse jogo é somente sua atmosfera, de resto ele se propõe a fazer mais coisa do que pode, e se torna chato, lento e maçante, mesmo sendo um jogo curto.

its quite remarkable that an indie/AA/whatever this game is classified, for some reason decides to strive for being the most average of AAA games, rather than anything unique or interesting. i always hate seeing people boil down games to this to being of "triple A quality" when all that really means is the graphics look nice, theres nice voice acting, and the game doesnt do anything interesting that stands out other than looking like it had a high budget.

This review contains spoilers

Spoilers only discussed at the very bottom. Note, this includes spoilers for this game and The Last of Us 1

Games can often be reductive portrayals of conflicts, and the medieval genre is no exception. This was a time of rampant war and misery, yet anyone who’s played a Dark Age title is liable to only seeing the romanticized tropes: you know, fancy castles, roaming knights, gossipy peasants, and, above all, a grand sense of adventure. And while these do make for a captivating epic, the fact of the matter is that pastoral chivalry hardly applied to the myriad of serfs who were just trying to make ends meet amidst the suffering: disease, civil strife, and lack of due process being their preliminary sources of doom.

Taking place during the Edwardian Invasion of France, I was hopeful that A Plague Tale: Innocence would stand apart from its contemporaries by accurately depicting this period, and for about the first half of its run-time, it was doing just that. Developer Asobo Studio’s vision of the 14th century is one of political turmoil, with extrajudicial killings offing as many people as the infamous Black Death. Navigating this cruel world are siblings Amicia and Hugo de Rune, whose lives have been turned upside-down by the French Inquisition for reasons unclear to them. Why are they after you and why are there so many man-eating rats? That’s up to you to figure out should you play the game, a recommendation I am hard-pressed to give in spite of its technical feats. See, I stressed the first half for a reason as the back part of Innocence honestly feels like a completely different game, and while only one writer is listed (Sébastien Renard), I can’t help wondering whether there was an uncredited rewrite of Renard’s script.

During the initial hours, you’re treated to that rural grottiness I alluded to above: lynchings are commonplace, buildings decadent, and human & animal corpses alike strewn across the pavement. This is not the meme-worthy land of The Elder Scrolls, but a sinister scape unfit for civilization, let alone children on the run. Controlling Amicia, you genuinely feel powerless amongst the soldiers and vigilantes patrolling the world, that powerlessness amplified by the swarms of malicious vermin sprouting up everywhere. For the safety of yourself and your brother, stealth and isolationism are mandatory, the few moments of forced combat yielding an explicit sense of apprehension. And yet, by the third act, you’re dispatching paladins and rats alike with ease, the heroine barking out war cries as though she’s Wolverine in a berserker rage.

I know the counterargument will be that this is a character arc involving Amicia shedding her “innocence” to survive the horrors of her newfound reality ala Jason in Far Cry 3, and while that is a reasonable conjecture, its failure to be believable speaks to the larger problem plaguing (no pun intended) Innocence, that being the lack of natural development for any of its themes and changes. I hate to make comparisons, but the truth is A Plague Tale is essentially a worse version of The Last of Us albeit in a medieval skin. Think about it, both take place in a contaminated world, both feature a reluctant hero getting acquainted with a newbie whom they initially dislike and have to escort elsewhere, and both have protagonists tied to the mythology of the setting. There are several other similarities, but as they involve story spoilers, you’ll have to check them out at the bottom(+).

Regardless, taking inspiration from one of the greatest narrative video games of all time wasn’t a bad idea by any means. However, when you fail to conceive a framework as organic as your influence, it unfortunately magnifies such collations for the worse. At its crux, A Plague Tale’s problems are ultimately attributable to impetuous bonding and Hugo as a whole. The former basically speaks for itself; conflicts arise between the newly-acquainted siblings, they get resolved quickly, and that shared adversity morphs into a closer relationship. It’s a fine set-up, but the problem is not enough time is spent on the menial interactions between the two to warrant the emotional impact of those deeper moments when they do occur. There’s surprisingly very little downtime as Amicia and Hugo are constantly moving from beat-to-beat, and while this works for crafting thrills, it’s simply inadequate as far as making me care about their kinship. For you TLOU fans, it’d be like if the ending of Winter occurred at the beginning of Spring instead of after everything Joel & Ellie had gone through -- yeah, it’d still make for a nice scene, but you wouldn’t find it as invigorating.

Still, this issue pales in comparison to the latter one involving the difficulty that is Hugo de Rune. Look, I didn’t want to say this at first since I was hoping things would improve, however, as that didn’t happen, it needs to be said: he is utterly annoying. I used to be a lifeguard, so I understand the ignorance, naivety, and outright temperamentality kids exhibit in their comprehension of fresh stimuli. But they are NOT idiots, which is the core ailment of Amicia’s brother. Throughout the game, he consistently acts in ways that are just illogical even by the standards of children (especially, I assume, children who grew up during the Hundred Years’ War) -- running into dangerous situations because of a small squabble, disregarding your well-intentioned elders out-of-spite, not heeding common sense after overhearing something you didn’t like; lacking spatial awareness of your surroundings. Again, I know juveniles are susceptible to focalizing reward over risk due to the rawness of their prefrontal cortex, and I get that Hugo was raised in a highly-sheltered household, but even taking all of that into account his reactions are just not realistic; and because they’re the basis for much of the game’s plotting, their irrationality hurts the story as a whole.

I anticipate there’ll be folks out there who’ll insist he’s an accurate representation of an adolescent, and though we’ll have to agree to disagree, surely we may reach a compromise on him being more than a bit irksome? Seriously, take a shot every time he utters the word “mummy” or asks an overly-stupid question and you’ll be dead from alcohol poisoning long before you reach the end of the game. Realism or not, if one of your main characters is bugging the player, you have made a fundamental mistake. Ellie’s spunk may have put off some people, however, I doubt anyone left TLOU disliking her the way I did with Hugo.

It’s a shame because, on the other hand, Amicia is generally well-done. Yes, her Sarah Connor/Ripley transformation is rushed, but at least we’re provided a believable baseline for this growth via a Deer Hunter-esque opening. More importantly, in contrast to Hugo, I could easily see where her reactions were coming from, and when you understand why a character is acting the way they are, it goes a long way towards making them immersive and worth following. Heck, I wouldn’t be surprised if a large part of A Plague Tale’s advocacy comes from her as she truly is one of the best heroines of recent gaming, brought to life by a fantastic performance from Charlotte McBurney. I just wish the story surrounding her lived up to these histrionics as she’s simply unable to counterbalance neither Hugo’s antics, nor the aforementioned tonal inconsistencies (one moment may see a soldier getting sacrificed, another Amicia trading silly jests with an ally). It’s one thing to incorporate levity amidst the heavy drama (which the game does have and does well); it’s a whole other beast to flip the script for the sake of half-hearted jokes, especially jokes at odds with the historical atmosphere. And no, the overarching plot isn’t good enough to overcome these deficits, its mystery coasting on old-school thriller fare that quickly loses steam the second you realize it’s going to be pointlessly drawn out. I like being kept in the dark, but when said darkness derives from such hackneyed tropes as characters deliberately speaking in parse sentences or explanations being shoved to an “I’ll explain more later” schtick, you can’t help getting frustrated. Not that it would’ve mattered considering the game doesn’t bother explaining the integral components of its lore; lore meant the form the backbone of the narratorial skeleton.++

But look, I’m done ranting about the story. Tl;dr - it doesn’t live up to the expectations it sets up for itself in the first half, becomes outright self-indulgent in the second, and features one of the most vexing characters in video game history. And it’s a shame it stumbles so much because this truly is one of the most gorgeous worlds I have ever experienced in gaming, and I would’ve loved every reason to recommend it to prospective buyers. The Middle Ages, with their looming forts, checkered hamlets, and windswept woods have, of course, inspired innumerable pieces of historical fiction, but A Plague Tale may very well be my favorite rendition of all time. Much like the Assassin’s Creed series, Asobo have gone for a pictorial aesthetic halfway between photorealism and stylization, using the former as a bedplate and latter as a paintbrush, and the result is quite literally a digitized fresco. From contaminated villages to gold-scaped forests, Innocence is one of those titles where you could freeze frame any part of it and get a painting worthy of the Louvre, my playthrough alone gleaning the following delights: fire flares reflecting off sheens of ice; emaciated townsfolk limping amid the pestilential air; fuchsia tiles bedecking ancient scraggly tombs, individual strands of hair on fur-based textiles, and the scratched-up vestige of Amicia’s tunic. Even small areas you barely spend time in like alchemy trailers and frosted gardens aren’t just generic simulacra, but handmade teriors adorned with specific parchments, unique illustrations, and snow-tipped leaves respectively. Seriously, I cannot do the visuals justice with mere words; go out and Google Image screen caps and you’ll see exactly what I mean by how beautiful it is.

However, no release is perfect, and there are minor blemishes to be found throughout beginning with the horses: whether dead or alive, these beasts of burden somehow look half-rendered compared to their fellow fauna (thankfully you rarely have to see them). Next are a couple of animation shortcuts: clouds on high are completely stationary, while downlow Amicia’s eyelids only half-close when blinking. Then there’s the lighting which, though not defective, is nowhere near as vibrant as it should have been, often settling for an untamed glow over quavering frenzy (and yes, this is noticeable given the gameplay gimmick -- more on that later). Finally, there’s a blur filter occasionally tossed onto the screen that makes things overly-disorientating; whether it was to mimic the burning haze, I cannot say, but it’s to the game’s detriment.

Regardless of these flaws, it’s obvious I’m reaching for complaints. Though only a few years old, A Plague Tale is one of those games I anticipate will age like a bottle of fine burgundy in the generations to come.
Unfortunately, I cannot mimic that same praise for the sound design as it seems to have been short-changed throughout development, primarily with regards to the situational volume. As I noted above, stealth is a big component of the game, meaning your characters constantly speak in hushed tones to avoid detection….or so you’d think. The editing sees these whispers amplified to such a degree, enemies must be hard of hearing to not catch a single note. Even Amicia’s muted breathing (triggered when point blank to a nearby thug) makes Amanda’s in Alien: Isolation seem pin-drop by comparison. On the other side of the spectrum you have the labored respiration you’d expect from individuals on the run, yet the way the dialogue is filtered, it’s as though all parties were casually sitting around a campfire telling stories. And yes, I know this is an issue with most games not called Spider-Man, but the difference is A Plague Tale’s faulty dubbing afflicts its scripted sequences too; sequences that should’ve been ironed out from the get-go.

The rest of the SFX is better, though not without their own drawbacks. To start with the positives, foleying (the few instances it occurs) is magnificent; from the pangs of a marketplace to the chinking of armor, every din resounds as you’d expect it to in real life, right down to the minutiae. To give an example, one of the more fascinating noises I detected early-on occurred as I was passing by a farmer pulling feathers from a dead fowl: in that moment, I could literally discern the pluck of EACH calamus as it popped from its pore. That kind of dedication is incredibly praise-worthy, as are the echo modulations within caves and distinguished footsteps per a surface.

Sadly, there are more cons in this department, namely the lack of diversity for stone throws. I’ll explain more shortly, but the gist of A Plague Tale’s gameplay comes down to tossing gravel around for miscellaneous purposes, yet the devs only programmed three variations for your 11+ hour playthrough: one for flesh, one for metal, and one for everything else. Considering you’ll be flinging pebbles at an assortment of objects (at varying velocities no less), this diminishment is pretty disappointing, as is the bulk of the voice acting. Tabitha Rubens, David Knight, and Max Raphael round out most of your allies, and while fine performers in their own right, they rarely come across as believable figures in the kind of world Asobo wants to convey. It’s absolutely a script issue wherein the cast is made to say anachronistic lines more reminiscent of 80s action heroes than members of the classe laborieuse; however, it does impact their performance, and, though provided a fair amount of screen time, I was ultimately unable to get as invested in their characters as the writers evidently intended.

Still, they are shoulders above the following thespians: Logan Hannan (Hugo) and Mark Nealy (secondary antagonist Sir Nicholas). With regards to Hannan, look, I don’t want to be too harsh on the kid since he blatantly wasn’t given anything solid to work with, but his cloying demeanor doesn’t help this dearth, nor his inability to maintain a consistent French accent. Nealy, on the other hand, disgraces his paladin’s fantastic design with a voice so hammy it would be out-of-place in a Hanna-Barbera cartoon.

For the record, it’s not universal negativity: I lavished extensive praise on McBurney above, and the same applies to Edan Hayhurst as the alchemist Lucas. Had the game centered on these two, it may have made-up for prior problems, but, alas, that was not to be. Lastly, Stephane Cornicard takes on the role of main villain Vitalis, and while he’s actually good, I couldn’t get over him sounding like Roger in that episode of American Dad where he’s dying (https://www.youtube.com/watch?v=aWQnf2PF_8o).

Regarding the music, an interesting thing happened when I was relistening to it for this review. Initially, it began extraordinarily memorable; sombre, melancholic, and tense as it reveled in numerous stringed instruments of varying pitches (aka, all the traits you’d want in a gothic period piece). As it went on, though, it began to get repetitive; rehashing leitmotifs I swear I’d heard in prior tracks, albeit to a less effective degree. By the end, it had all morphed into background noise. I call this phenomena interesting because it reflected my actual experience with the game: usually, OSTs tend to be significantly better than the way they were integrated in their respective titles, yet here Olivier Deriviere was simply unable to maintain the highs he exuded in the beginning.

With all the technicalities aside, it’s high-time we got into the gameplay. To give a bit of a disclaimer, Innocence is one of those games built on a heavily-linear schematic: whether it's puzzles, combat, or exploration, it wants you to do things in a set order, and any deviation from set order will result in you either failing or pointlessly wasting time as you luck your way into a solution. I have no problem with these formats so long as the devs are upfront about them from the get-go (cough cough Metro), but for those of you who prefer a more open-ended approach to game design, you’d best gaze elsewhere.

The core seed of Innocence’s gameplay revolves around a sling Amicia possesses- she can use it to take out thugs, break items, and deploy special ammo types ranging from fire extinguishers to rat-attracting fungi. It’s a surprising amount of variety, yet one of things you’ll quickly realize is just how disappointingly underutilized the ammo system is due to Asobo foregoing the black box route. Whenever you stumble across an obstacle, whether manmade or natural, its solution is almost always tied to some blatantly-obvious observation, and while I wouldn’t call it bad by any means, it can’t help coming across as a bit condescending to players. Had Innocence been a game marketed towards a younger demographic ala RiME, I could understand the easier entrypoint; however, given the thematic material on hand, I don’t quite get who this layout is meant to appeal to. I’m not saying difficulty is correlated with maturity, but the game truly borders on handholding at times: heck, taking an extended period to observe your surroundings will outright result in your immediate partner (or Amicia herself) “suggesting” the next best course of action.

It really is a shame because there was so much potential here for intricate level design: redirecting vermin, manipulating light sources, destroying certain guard helmets, the concepts were endless. Alas, what you’ve got instead is the video game equivalent of one of those coloring books with directions on which colors to use where: it leads to a pretty picture, but you can’t help feeling like the fun was sapped out of it.

The much marketed rats also lack inspiration, primarily taking the form of hive clumps whose functionality is indifferent from the lava pits and acid pools of yesteryear. At first I figured the animation work simply wasn’t there for the kind of threat Asobo wanted to craft, but as I delved further into the story, it became obvious that, no, this was always their intention: to abjure a creepy biological menace in favor of generic environmental hazards, and I cannot for the life of me comprehend why. Rats, like snakes, trigger an inherent repulsion in us humans; combined with the terrors of the ongoing war, they could’ve easily been used to accentuate the horror atmosphere surrounding the Runes the way Pan’s Labyrinth did with Francoist Spain. As it stands, the murines end up being akin to those anchovies from the Spongebob pilot: an incoherent mass that’s technically dangerous, but not in the least intimidating. It’s a shame too because the artisans behind Asobo are talented- seeing individual mice creep towards you at the edge of a light source is genuinely unnerving, and I would’ve much rather had a game centered around those kinds of rodents than the poorly-mixed spiral before you (seriously, they sound less like a cacophony of man-eating animals and more like baby birds boosted up several decibels).

There’s really not much else to say. Despite ending on a negative note, I should be clear that A Plague Tale hits a lot of highs: it’s one of the best looking games I’ve ever played, has a dang good protagonist, and occasionally indulges well in its historical ambiance. It’s just these facets are brought down by some weak supporting characters, an inconsistent story, and mollycoddled gameplay. Make your decision appropriately.


NOTES
-Didn’t get a chance to touch on this in the story section, but another infringing factor is the employment of timeskips in the second half of the game. Innocence is genuinely one of those titles that would’ve benefited significantly from a pure “real-time” layout.

-Love the screams of any characters (NPC or main) who gets caught by the mice; glimpsing distinguishable rodents clamber up said bodies is the cherry on top (and a visceral incentive to avoid dying!).

-It’s worth pointing out that fleas, not mice, were the primary carriers of the Yersinia pestis bacteria, yet guess which species has been demonized more in mainstream media?

-I appreciated Asobo programming some unique animations for Amicia, such as multiple climbs and knee crossing as you sneak around an object.

-There’s a small crafting system, though it’s pretty limited and hardly necessary for completing the game. That said, I couldn’t get over how contrived its tutorial was.+++

-Hated that you couldn’t dismantle existing ammunition for extra rocks. Yes, the game provides more than enough to loot; however, as a reviewer, I had to do a lot of testing with the flinging mechanic and ended-up soft-locking myself during a chapter.

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+Hugo’s head ails from a disease called the Prima Macula that, in its later stages, gives him control over the rats. While there are obvious differences, it is thematically similar to the Cordyceps mutation in Ellie’s brain as both heroes contain a malady capable of ending the torment around them. Here are some other analogous storybeats: Hugo’s Mother hid him from the outside world to delay his progression until he was of sufficient maturity/Ellie was kept away by the Fireflies until future plans could be cemented; Amicia leaves a bedridden Hugo to get a healing book/Ellie leaves a bedridden Joel to get medicine in Left Behind; Amicia’s rampage to rescue her brother from Vitalis/Joel’s murder spree at the end to free Ellie from the Fireflies.


++Going off of the above, almost nothing about the Prima Macula is conveyed properly. We know it’s been around for years and is genetic to the de Rune Family, but why hasn’t any other immediate member gotten it? If you want to say it was limited in affliction, then how were so many alchemists able to garner enough knowledge about it to concoct a giant medical tome? Why does it create a connection with the plague rats? Why does it lead to the host having a predilection towards evil? How did Vitalis find out? Why does a simple blood transfusion enable transference of its ratto-kinetic properties? Wtf does Hugo mean in the finale that the rats are good entities?

Yeah, none of these questions are answered or even alluded to having a decent explanation. All cards on the table, part of me feels the game would’ve been better off walking that same fine line Pan’s Labyrinth did between its fantasy and grounded elements; keeping the deeper mysteries up-for-interpretation whilst showing things beyond human comprehension. Innocence does that for a time till the writers inadvertently decide to go full exposition with the lore dumps and power reveals. Seeing Vitalis create tornadoes of vermin is silly compared to the realistic imagery players are fed before.

+++Amicia and Hugo are let into a hut owned by a blighted spinster who conveniently has fresh clothes that perfectly fit them, as well as a work bench for them to craft stuff.
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A Plague Tale: Innocence answers the hour old question of, “How good could a semi-historical fiction game about a sister and brother surviving a supernatural rat plague as they traverse famine-torn France be?” The answer is… surprisingly optimistic, much unlike the setting. Plague Tale is one of those story-driven, stealth-crafting hybrid games, and one of the better looking ones at that. And if there’s one thing to compliment about the game it’s its visuals. For a studio I’ve never heard of who’s claim to fame is gaming titans like Garfield: A Tale of Two Kitties, it’s extremely impressive how good the lighting, landscapes, and faces are here. The gothic architecture in particular was so darkly ethereal on its own, doubly so when overrun with mountains of plague-infected rats. Seeing how they would newly present those nasty forces of nature was a sight I never got tired of seeing, and rats or not rats I’m already excited to see how the sequel looks.

The same praises can be sung of the game’s combat and stealth. I went in expecting to tire of the whole babysitting dynamic they set up in the introduction section. So color me presently surprised when it was a quite inoffensive mechanic throughout. The crafting ingredients were well spaced out as well, by the end I had nearly every upgrade, or at least the ones that I wanted. Much like the visuals, the rats take center stage in this portion of the game, creating some neat light-based puzzle segments. Now even with the rats, the gameplay should be very familiar to anyone who’s played a puzzle game for more than five minutes, but I’ll be damned if it’s not entertaining. Especially with how weighty and supremely satisfying my trusty slingshot feels. The two main boss fights were fun with the upgrades to the traditional arsenal, but be careful when fighting the first one, there’s a glitch I encountered that forced me to restart the chapter. Just make sure when you summon the rats to only summon one mound before you move to the next one.

Regrettably, the game is not perfect. I won’t spoil the story here, but by far its weakest aspect is the characters. The brother-sister duo did a good job with portraying that dynamic, the supporting cast on the other hand felt very much like checking a box, with the exception of Lukas. I see what they were trying to do, making a merry-band of young adult misfits in a harsh world. Sadly the writing and characters weren't as fleshed out as the concept. The motivations, and definitely the payoffs, felt rushed and flat for me. Too many of the deaths felt unearned for me to feel their weight. That’s another thing I’m curious about how the sequel improves upon, seeing as it’s one of the few mediocre elements of an otherwise fantastic game.

First half of this game (before settling down in castle) felt absolutely amazing for me. Story was interesting and wealty in dark themes, characters were evolving and aesthetics were pleasing to an eye, not to metion the sick score which is probably the best side of this game. But later on the plot became really blank and pure written, characters that appeared not long ago suddenly died for literally no reason and the end game level designs sucked ass too in my opinion. The biggest weakness? Combat system. While stealth system was decent, the combat system was absolutely terrible, hitboxes, lack of melee attack, only 1 or 2 way to actually attack, aiming with that fcking sling, I could go on for a little bit longer but I dont wanna stretch it anymore since its already long enough. Still this game did a great job and didn't fail to satisfy me.


Creepy, macabre and grossly gothic visual art direction utilizing rats as the prime creature to genocide the scenery and supernatural elements driving this medieval, runaway adventuresome journey.

i really want to give 5 stars but the only thing that keeps me from doing so was the coronation chapter, man that cart sequence got me sweating and it pulled me out of the experience. What seemed to be a stealth focused game for the most part turned into a full blown action game at the end. Not a complaint but imo those particular sequences didnt really fit the game. Other than that it had a really solid story, great characters and very well done atmosphere as well. Fuck that bitch melie tho

Game is wonderful and the story is very good. Some events are a bit predictable but the way the story is told and the environment is set up makes them incredible. The story shows you a very sad and cruel side of things that other games will not typically exposed when dealing with the death of others or even how killing someone may affect you(even more if you are child).
Game is on the simpler side of things and the upgrade system does not really bring you a lot of new disrupting things into the gampelay but all the newer types of ammo gets the game forward and refreshing.
Also as a random thing, I cannot help but see how much Amicia looks and moves a lot like Aloy from Horizon.
It is always fun to see new studios break into the mainstream audience and I cannot wait to play the next one.

feels like a ps3 game not in a negative or positive way