
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. How we estimate →
Checked against 8 developer-reported games
| 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% |
Cheapest copy: ≈ $14.99 on GOG · United States (−70%). Compare 45 prices in 15 markets →
Reviews
Themes across 1836 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
This game impresses with both its deep storyline and meticulously crafted content. A sincere thank you to Asobo Studio for this incredible duology, and especially for the Ukrainian localization. The presence of my native language was the deciding factor in playing it, as it shows the developers have critical thinking and genuine talent. I will definitely buy the third part, as Ukrainian is confirmed for it as well. The game is simply amazing, I highly recommend it! Ця гра вражає як глибоким сюжетом, так і детально пропрацьованим наповненням. Щиро дякую Asobo Studio за неймовірну дилогію, а особливо — за українську локалізацію. Саме наявність рідної мови стала вирішальним фактором на користь того, щоб у неї зіграти, адже це свідчить про наявність у розробників критичного мислення та справжнього таланту. Обов'язково придбаю третю частину, оскільки там також заявлена українська. Гра просто чудова, однозначно рекомендую!
A Plague Tale: Requoin je hra, která v tobě zanechá silný dojem, ale cesta k němu je jedno velké utrpení. Příběh a atmosféra jsou naprosto skvělé a poutavé, což je vlastně jediný hlavní důvod, proč to člověk vůbec vydrží hrát až do konce. Bohužel celkový zážitek sráží neuvěřitelně frustrující hratelnost. Člověk neustále řeší, kam má vlastně jít a co má dělat, protože nápovědy postávající v rychlosti během cesty jsou v češtině s rychlým dabingem k ničemu, když člověk nestíhá číst titulky nebo dělá něco jiného. Hra je plná uměle nataženého času – zdlouhavé plížení, otravné on-rails honičky, kde jen bezhlavě sprintuješ a čumíš přes rameno, a naprosto zbytečné komplikace tam, kde se daly věci navrhnout jednoduše. Extrémně otravná jsou i NPC (například Sophia), která mají zapnuté kolize, motají se ti pod nohami a v úzkých prostorech vyloženě překážejí. Když k tomu připočteme nedostatek surovin, který tě za každý neúspěšný pokus a zkoušení trestá nutností dělat tvrdý reset, a fakt, že tě hra celých 15 kapitol učí bránit se ohněm, aby tě na konci donutila dělat pravý opak bez jakékoliv logiky, je to na mašli. Vrcholem všeho je zbytečně složité klikací menu při zapínání hry a technické chyby – mně osobně se to na samém konci u hrobu Huga seklo, takže mi zbývala jen černá obrazovka a hrající hudba, což mě donutilo ten konec raději přeskočit, než abych to celé absolvoval znovu. Hru jsem dohrál s tím, že příběh za to stál, ale hraní samotné mě většinou jen sralo. A Plague Tale: Requiem – Review A Plague Tale: Requiem is a game that leaves a strong impression, but getting through it is pure agony. The story and atmosphere are genuinely great and compelling, which is basically the only reason to keep playing until the end. Unfortunately, the overall experience is dragged down by incredibly frustrating gameplay. You constantly find yourself wandering around, having no idea where to go or what to do, because environmental clues and quick dialogue hints during movement are completely useless if you miss them or can't read fast enough. The game is full of artificially padded playtime—tedious stealth sections, annoying on-rails chase sequences where you just blindly sprint and look over your shoulder, and completely unnecessary complications where things could have been designed much more simply. NPC collision mechanics are a nightmare; companions like Sophia constantly get in your way and block you in tight spaces. Add to that a scarce resource system that severely punishes experimentation and failure, forcing you to hard reset, and the fact that the game teaches you for 15 chapters to use fire for survival only to abruptly force you to do the exact opposite at the very end without any logical indication. To top it all off, even booting up the game requires an unnecessarily annoying multi-step click-through menu, and technical bugs are ever-present—my game literally froze right at the end by Hugo's grave, leaving me with a black screen and music playing, forcing me to skip the finale rather than replay the segment. I finished the game because the story was worth it, but actually playing it was mostly just an endless source of frustration.
意难平,为了一代而来,就希望着姐弟俩能有个好结局,玩完更致郁了
这不光是给予死者的安魂曲,更是给予生着的的安魂曲,每个人都有自己的宿命,但是世界将我们彼此联系,而在这残酷的世界,人们能够给予彼此的温暖和爱意及其珍贵,让我们能够珍惜彼此。不留遗憾。
Meu Deus! ABSOLUTE VIDEO GAME! Que enredo! Poucos games tem uma história tão legal assim... Apenas Jogue, mas comece pelo Innocence
Very creative worldbuilding with beautiful storytelling and high emotional impact, great characters and stunning visuals. I won't be recovering from this story any time soon. The family bond in this game is beautifully portrayed in both happy and heartbreaking moments. There were moments where I wished I could control all the rats and destroy everything and everyone myself though.
相比前代无罪,二代最大的提升就是场景设计和大场面演出,视觉表现上了一个很大的台阶。但相应的优化也更加抽象,玩到中间还因为莫名原因丢过一次存档,被迫找了个通关存档替换才能继续玩下去。 游戏性方面对比前代几乎没有的程度完全没变,还是对鼠点火灭火、对人甩石子的逻辑,但ban掉了前代的酸液导致拿到弩箭前没法处理带头盔的敌人,非常坐牢。且潜行关本身设计也非常烂,很多时候蹲草潜行不如直接当着敌人的面跑过去有用。 友方NPC的行动逻辑也是重量级,我躲在草里潜行,NPC队友直接蹲在草外跟敌人脸贴脸晃悠,潜行失败我被发现然后砍翻,他们就直接站旁边没有任何反应。跑图时偶尔出现NPC模型互相卡住导致原地踏步的情况,非常出戏。 探索过程中还动不动就强制进入慢速行走,频率极高,相当很破坏流程节奏。 然后是最绷不住的依旧是剧情叙事部分。 女主阿米西亚跟换人了一样,人设变成了超雄偏执狂,动不动就嘶吼着跟敌人打成一团不说,脑子也放弃逻辑纯一根筋了,你不相信福登不相信学会我可以理解,但母亲和卢卡斯两个己方炼金专业人士的意见也一句不听,反而就相信自己的判断和雨果的梦境我也是无语了。虽说剧情有拿守护者的设定圆,但我只能说观感不是一般的差。 还有那个价值观,姐弟俩走到哪里,哪里就被鼠潮毁灭,哪里就家破人亡,雨果至少还会自责道歉,那阿米西亚好歹愧疚一下吧,就算是安慰人也能不能别老甩锅给马库拉?第十一章地下教堂那段雨果自己都感觉有问题不想走了,阿米西亚还在那“不行,你必须要下去”,进去以后什么都没找到,还差点连人带老鼠一起埋在里面。好不容易逃出来,阿米西亚立刻开始变脸:“都是马库拉骗你来的。”对对对,你比马库拉还管用。 然后就在这章结尾,阿米西亚还定义谁是好人谁是坏人也是给我逗笑了,请问瘟疫使者是好人还是坏人? 最后看完所谓的刀子结局,我基本是无感的,我并不反感主角团因为亲情友情做出自私决定的,但前提是人物得有一个能够自洽的心理变化,别搞个“亲情、牺牲、命运和救赎”的主题,实际写出来是两个情绪流的主角不断做出逆天决定,然后让配角和路人陪着他们一起受罪。
Amicia "rambo" de Rune
Jugué el primero en Epic y luego de terminarlo, compré este inmediatamente. Tremenda obra maestra 20/10. Tqm Amicia.
while gameplay is not gonna blow your socks off its pretty basic and a litle repetative. it can be fun and challenging. but the real gem here is the story. its packed full of emotion. and the voice actors do a fantastic job