
Embark on a heartrending journey into a brutal, breathtaking world, and discover the cost of saving those you love in a desperate struggle for survival. Strike from the shadows or unleash hell with a variety of weapons, tools and unearthly powers.
Most likely between $13.8M and $39.1M. On 8 games checked against developer-reported sales, our median error is 11%. How we estimate →
| Store | Price | Score | Revenue · chart |
|---|---|---|---|
| Steam | $49.99 | 91% | approximately $23M |
| PlayStation | $79.99 | 91% | — |
| Xbox | $59.99 | 92% | — |
| GOG | $14.99 | 86% | — |
| Epic | $49.99 | 94% |
Reviews
Themes across 1819 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
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Matched by title. Prices and chart positions are each store's US storefront; Epic charts worldwide. * critic score.
positive critical· bar length = how often the theme comes up
Reviews
Me encanto la historia qu{e se hace entre el inocence y requiem, ambos valen la pena y ojala a resonance le vaya bien
I would do anything for this game (and franchise, but this game specifically is a masterpiece) to be as mainstream as Tlou
姐弟经历了这么多,到最后还是失去了弟弟,就没有别的办法或者别的结局让我玩吗,玩都最后好心痛呜呜呜
nice
A Plague Tale: Requiem is one of those games that stays with you long after the credits roll. I really enjoyed A Plague Tale: Innocence, but Requiem improves almost everything: it is bigger, more ambitious, more beautiful and, above all, much more emotionally powerful. At its heart, this is still the story of Amicia and Hugo. The plague, the rats, the Macula and the different conflicts all revolve around their relationship, and that is what makes the game work so well. Amicia is a fantastic protagonist because she never feels like an invincible hero. She becomes stronger, more capable and increasingly violent, but the game constantly shows the cost of that transformation. She is exhausted, angry and terrified of losing Hugo. Her desperation drives almost everything she does, and you can feel how much she is trying to control a situation that is slowly becoming impossible to control. Hugo is equally important. He is not simply someone to protect. His connection to the Macula, his fear of what he may become and his dependence on Amicia give the story much of its emotional weight. Their bond feels genuine, and because the game spends so much time building it, the final chapters hit incredibly hard. Visually, Requiem is stunning. Even years after release, it remains one of the most impressive games I have played. The environments are much larger and more varied than in Innocence: forests, villages, ruined cities, coastlines, underground areas and beautiful Mediterranean landscapes. That beauty is important because it constantly contrasts with the horror. There are moments filled with sunlight, flowers and calm seas where the world almost feels peaceful. Then the rats arrive. The rat sequences are still one of the game's defining features, but here the scale is enormous. Seeing entire streets and structures collapse under huge waves of rats is technically impressive, but more importantly it creates a genuine feeling of helplessness. The sound design makes those moments even more disturbing. The soundtrack is also excellent. Olivier Derivière's music is beautiful, melancholic and often devastating. Some of the strongest moments are not the loudest ones, but the quiet scenes where the music gives the characters room to breathe. Gameplay is more flexible than in the first game. Stealth remains important, but Amicia has more options: the sling, crossbow, alchemical ammunition, environmental interactions and different ways of dealing with enemies. I liked that she feels more capable without becoming a conventional action hero. Combat is brutal and often uncomfortable, which fits the story perfectly. There is some repetition. Certain sections follow a familiar pattern of entering an area, studying patrol routes, distracting enemies, using light sources and finding a way through. The enemy AI can also be inconsistent. But for me, those weaknesses were minor because I was so invested in the characters and the story. The supporting cast is very good too. Lucas remains essential, and Sophia is an excellent addition. She brings a different energy to the group and helps give the journey some much-needed moments of warmth. What I appreciate most about Requiem, however, is that it is not afraid of tragedy. Throughout the game, Amicia keeps searching for another answer: a cure, a safe place, an explanation, something that can save Hugo. And as a player, you want to believe in that possibility just as much as she does. That is why the ending works so well. Without going into unnecessary spoilers, the conclusion is one of the most emotionally devastating endings I have experienced in a videogame. It is not tragic simply for shock value. The entire story builds toward it. Amicia spends the whole game refusing to accept that there may be something she cannot fix, because accepting that possibility would mean accepting the loss of the person she loves most. When the game finally forces her — and the player — to confront reality, it hurts because the journey has made us understand why she fought against it for so long. There is no convenient miracle at the last second. No traditional heroic victory. The story commits to what it has been building. I personally love when a game has the courage to do that. The epilogue is also important because it shows that surviving a tragedy does not mean simply leaving it behind. Amicia continues, but she has been permanently changed by everything that happened. A Plague Tale: Requiem is not perfect. Some stealth sections can become repetitive, the AI is uneven and the game could probably have been slightly shorter. But those flaws feel small compared to what it achieves. Few games have made me care so much about two characters. Few games combine beauty and horror this effectively. And very few are willing to end their story in such an uncompromising way. A Plague Tale: Requiem is beautiful, cruel, intimate and devastating. It is a journey I will not forget.
Fighting for not being alone.
整体画面玩法比上一代好一些,但依旧玩法单调,注重剧情的玩玩可以,中文配音还行,加分。整体7.5分。
潜行和战斗方面跟无罪相比都要难上不少,一些关卡引导做的不是很好 演出更上了一个台阶,场景和流程节奏配合的更让人印象深刻 剧情和叙事远超无罪,虽然大致走向始终可以被预料,但是几个重要角色的刻画以及最终章的塑造都完美升华了整个游戏
Сиквел очень порадовал, ведь первая часть была неплохая, а вторая завершила сюжет полностью. Сюжет, персонажи, атмосфера на высоте. Концовка очень сильная и ты ее не ожидаешь на протяжении всей игры. Я надеюсь разработчики не будут выпускать следующие части, ведь эта поставила жирную точку в сюжете. Если в истории, персонажах и т.д. все хорошо, то у внутрянки игры есть свои минусы. Во первых маленькие баги, колизии не ровные и чуть чуть кривизны, но на это можно закрыть глаза. Второе что меня очень раздражало на протяжении всей игры, что она видимо не слишком оптимизирована и случаются просадки фпс. Если они случались даже на 10 кадров, то срывала сенсу, а в драке это очень раздражало, потому что если противников много, то нужно постоянно переводить прицел, а с фризами прицел постоянно улетал куда-нибудь. В заключении хочу сказать, что если ты прошел первую часть и кайфанул, то я посоветую пройти и эту, потому что она очень хорошо заканчивает сюжет (особенно если у тебя очень мощное железо)
Už první díl byl fenomenální, druhý zvedá laťku ještě o něco více. Je to originální, grafická stránka je fantastická, má to atmosféru, dobře se to hraje. Proplížit se, probojovat se některými úseky není vůbec sranda, dokončil jsem právě 4 kapitolu a už sem zemřel snad na všechny způsoby. Když to srovnám třeba s nejnovější Mafií, kde nepřátelé čumí tupě do zdi, to je úplně jiný level :-) Doporučuji všem, tohle je hra která ve Vaší knihovně nesmí chybět, teda pokud nejste slabší povahy a neomdléváte už při odběru krve.;-)