Game Rant

A Plague Tale: Requiem Review

A Plague Tale: Innocence from Asobo Studio was a sleeper hit in 2019, coming out of nowhere to be one of that year’s most notable releases. Since A Plague Tale: Innocence was a new IP from an unproven developer that had mostly made licensed games or served as a support studio, it had the benefit of launching with little expectations. A Plague Tale: Requiem, meanwhile, has to live up to the high bar set by the first game and luckily for franchise fans, A Plague Tale: Requiem not only lives up to Innocence, but far exceeds it.

A Plague Tale: Requiem is a gorgeous game, especially when exploring its brightly-lit, masterfully detailed wilderness areas. Whereas A Plague Tale: Innocence was dark and gloomy, A Plague Tale: Requiem is vibrant and full of life, which actually amplifies its more sinister moments. There’s some incredible attention to detail, with injuries the characters sustain remaining visible through the duration of the game, and little touches in the level design to help each area feel not only distinct from one another, but also alive.

Something that players should prepare themselves for, though, is that A Plague Tale: Requiem occasionally suffers from slowdown and a certain jankiness that was not present in the next-gen version of A Plague Tale: Innocence. Most of these issues are fleeting graphical oddities that come and go without much headache, but there were a couple of bugs that required a checkpoint reload, like Hugo getting frozen in place when attempting to interact with an object and an invisible wagon blocking the path in one of the early chapters. As far as the slowdown goes, it was most readily apparent during the game’s calmer sections, oddly enough, and did not happen at all whenever the screen was engulfed by 300,000 rats, so players don’t have to worry about the more visually-impressive scenes being hampered by performance issues.

Sometimes developers make outlandish declarations about their…


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