
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 →
Median error on 8 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% |
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
A plague innocence oyunuyla kıyasladıqımda cidden bazı bölumlerin geçilmesi zor.A plague innocenci oynarken daha çok zevk almışdım.Hikayeyi bitireyim diye oynuyorum şimdilik
Overall: Absolutely not as good as Innocence. Visually striking but lacking significantly in gameplay and emotional appeal. This game is significantly less compelling than the first. The linearity of the first game has been exchanged with more open level designs, allowing you to take your own path to the goal. This doesn't work, however, paired with idiotic enemy AI and ridiculous lines-of-sight, and plenty of times ends up with the player completing the section without actually using any stealth. The "souvenir" system feels incredibly unrewarding and actually somewhat annoying when, paired with the open level design, I simply want to progress the area to get to the next piece of story and, not knowing which path truly leads forward, I end up taking a long-winded side path or puzzle with an obtuse solution just to be rewarded with a soulless bit of dialogue and a vector art thumbnail of a cutscene. While the environments, modelling and voice acting are all superb (minor gripe: I wish everybody didn't sound so blatantly british in the sequel), and the game is visually very striking, that's about where it ends as far as recommendability. The dialogue is completely oblivion-esque; characters don't feel like they're talking to each other as human beings, they're just spitting platitudinal one-liners more for the benefit of the audience than the person they're talking to, making most interactions feel compeltely stilted and robotic. The dynamics and relationships between the characters are completely forced, and there's no real substance behind any given person's motivation to assist the protagonists, aside from Mom and Lucas (who were in the first game). The story is bloated and repetitive, and as the characters' motivations to help each other are unclear, so too are their courses of action through the world. The scope of the story expands and so too does its complexity; the significance of all of the major complexity in the first game having to do with the "thresholds" or stages of Hugo's ascension could have been expounded upon, but instead the writers (or editors) opted for a storyline filled with new characters of no import and goals of no significance. I don't care about [spoiler]Arnaud[/spoiler], I don't care about [spoiler]Sophia[/spoiler], and I CERTAINLY don't gaf about the latter enough to play a whole third game about her that seemingly has nothing to do with anything that made the first game so good. The ultimate goal of [spoiler] getting to the island for the sake of a cure [/spoiler] returns absolutely nothing, and while it could be argued that this futility is the very catalyst that drives [spoiler] Amicia to finally kill Hugo, as she arguably should have done or allowed in the first place [/spoiler], this doesn't detract from the fact that this is a deeply unsatisfying method of elucidating that point. This could have been done gradually, through meaningful interactions, rather than a whole weird side quest [spoiler] on a cult island with weirdo leaders and a rat nest ground zero that tells us literally nothing about our characters or the world they live in, aside from some very heavy-handed environmental cues (like the giant rat's nest cave)[/spoiler]. Also, the entire segment where [spoiler] Amicia is searching for Aelia and echoing her thoughts and feelings as the dynastic protector feels completely unconvincing and made up on the spot. The fact that all of the skeletons of the killed soldiers and Aelia's final resting place lines up feels convenient, not earned[/spoiler]. Overall, this game felt much less focused than PTI, and it suffered a *lot* as a result. maybe buy it on sale, if you're REALLY into these games, but honestly if you want to save your money and have just as much fulfillment and closure for the end of the story after Innocence: >>> [spoiler] Amicia kills Hugo in the end, submitting to the fact that he will always be an existential threat while alive[/spoiler].
no words for this
Before Chapter 9, I would've given this game a negative review with zero hesitation. I had connected well with the story to... a degree but coming here without playing the first made it obviously confusing, user error there I guess. But the game for me had massive stuttering problems in the mid game, ultimately this game just seems sensitive to driver changes or gpu overclocks which again is fine. My main gripe is the buggy dialogue that could not keep up with me, the weird and very obtuse control scheme that I got used to sure but made it very hard to play in the beginning and then actually focus on the game mechanics, this games animations also bothered me alot for being insanely robotic at times or repetetive like with death scenes. This sounds very negative at this point right? If I ended it now itd be a thumbs down. IMPORTANT DO NOT SKIP 2ND PARAGRAPH Then I played Chapter 10 onwards. My gripes with the game were bugging me because the narrative wasn't connecting with me enough to distract me from these annoyances and issues I had, which made me focus on them and then when cutscenes come up I didn't focus on them enough. But Chapter 9/10 idk around the time you make it to [spoiler] La Cuna [/spoiler], it rapidly changed for me. The narrative started to really make sense when it didn't before, the gameplay felt less dragged out thanks to that. Especially once the whole arc started where [spoiler] Hugo began to realize that everything was deceit, everyone was lying, and that ultimately only one person could end everything and the suffering of Europe. [/spoiler] That broke me to a degree I have never felt before outside of literal trauma, with the death of [spoiler] Amicia and Hugo's mother [/spoiler] feeling like the largest knife twist that went right then left then right ever. What I mean is that the game trains you for most of its run to hate her, to think shes stupid and foolish for wanting to condemn Hugo, and then when they finally meet again near the end of the game on La Cuna, she realizes how much the two have proved, grown, accomplished and immediately knew she was wrong and Amicia was right without the smallest of thoughts. That motherly instinct immediately despite the game preaching about mothers and other ♥♥♥♥♥♥♥♥ the whole time on the cult of La Cuna. Then the game lets Amicia be damn near ♥♥♥♥♥♥♥ murdered by the Count of Provence, you literally escape by the thinnest of margins, only to again lose a ♥♥♥♥♥♥♥ sword duel to him right in front of your mother and her throat gets slit open. THAT ♥♥♥♥♥♥♥ HURT SO MUCH. It made me feel so guilty for hating her, so wrong so everything. ' The ending of the game too I....I cant talk about it more or ill be legitmately sobbing even more than I am writing this review at 3 am. If you are willing to deal with clunky mechanics and willing to be emotionally gattling gunned into the core of the Earth, play this game. It's art even if it's imperfect, its a metaphor of the human nature and I've learned things about myself playing it.
Que jogo bom!!! Como já esperado depois do primeiro que é um ótimo jogo, esse só melhorou aquilo que já era bom, gameplay fluida, ótimos desafios, batalhas muito bom (mesmo não sendo o foco do jogo) e a historia, esse que é o ponto chave aqui, você se apega a cada personagem que é apresentado, e cada caminho que cada um toma durante a trama tu sente isso. Se você procura um jogo com belos gráficos, boa gameplay, trilha sonora de primeira e historia de te prender na cadeira, esse é o jogo, vai sem medo, e claro, recomendo jogar o primeiro para ter a experiencia completa.
AMAZING! At no point in the story could I predict the next chapter. The story felt like a rollercoaster while the gameplay was constantly evolving.
absolute cinema
всю игру хотелось убить маленького ребенка. [spoiler] в конце убили, [/spoiler] а стоило бы это сделать еще в начале предыдущей части, хз
супер гуд
J'ai décroché au tiers du jeu. Avant toute chose cependant je commencerais par ceci : malgré une qualité/diversité visuelle qui tabasse (c'est un des plus beaux jeux réalistes de 2022), les performances sont toujours très décevantes, plus encore que dans Innocence ! Perdre 45mins à paramétrer le tout parce qu'il n'y a plus de setting de pourcentage de résolution est giga soulant ! La narration est moins agréable, ça fait des redites avec le premier, les relations entre persos ont un peu moins d'intérêt (ils restent malgré tout attachants) et les conflits font forcés (si seulement la daronne écoutait son gamin, elle a aucune raison de pas le faire), on sent bien plus les ficelles, Amicia est en scénarium, la progression narrative est plus étalée, etc etc, bref très vite j'étais plutôt désinvestie de l'histoire parce que j'avais l'impression qu'elle ramait plus que nécessaire. La fin est okay. L'IA des ennemis et le level design ont des possibilités plus ouvertes, mais deviennent au final plus brouillonnes et moins efficaces parce que les situations dégénèrent plus facilement. Vous avez en pratique moins de contrôle sur les systèmes de jeu. Par exemple, j'ai eu plus de bugs de comportement de rats, et le jeu fait quelques erreurs bêtes du style un intitulé de mission "sauvez ce PNJ", sauf que le PNJ est scripté pour mourir et les persos agissent comme si c'était n'importe quel autre choix, donc je me dis zut et je reload ma save en boucle, jusqu'à ce que je me rende compte que c'est juste mal formulé et que je me tape la tête sur un mur depuis 10 minutes. Les chemins de ronde des ennemis sont moins permissifs, ce qui m'a souvent donné l'impression de devoir mourir et recommencer chaque rencontre 4-5 fois minimum avant de pouvoir comprendre quel angle de leur vision je pouvais maroufler pour progresser. Je demande pas de faire l'inverse avec des couloirs non plus, mais en tout cas Innocence avait beau être plus dirigiste, au moins c'était plus agréable et fluide à traverser. On peut pas utiliser la vision d'Hugo en étant caché à plat ventre, énorme rire. Hugo me dit des fois qu'il ne peut pas contrôler une horde de rats car "ils sont trop nombreux", MON REUF c'est EXACTEMENT LA MÊME horde de rats que j'ai contrôlé y a 10 secondes ! Autre gros point noir : le nouveau fonctionnement des améliorations a été rendu plus flou, oserais-je même dire totalement stupide et mensonger, avec la prétendue "adaptation à vos réactions en jeu". Le truc c'est que les valeurs sont pas claires par rapport à ce que vous attendez, voire potentiellement à l'opposé de vos actions (gagner un point en opportunisme en ayant joué super "agressif" par exemple), donc sans regarder sur internet QU'EN FAIT c'est une question de RATIO KILL/NOMBRE D'ENNEMIS, vous ne pouvez pas comprendre comment level up. Je répète. Vous ne pouvez pas comprendre réellement le système de level up en vous basant sur ce que le jeu vous communique. Comment on en arrive à un truc pareil ?! C'est pas du tout une montée en puissance organique et satisfaisante, c'est du pif si vous êtes pas au courant des statistiques ! Non seulement ça met à mal la progression entière d'Amicia, mais en plus ça crée grave de la distance entre moi et le jeu niveau confiance. Bref voilà, vous ne ratez pas grand-chose et très honnêtement je ne me vois pas revenir sur cet opus. L'intérêt du concept global a fait un théorique pas en avant (pour les maps plus grandes et un peu moins linéaires) mais deux pas en arrière dans la pratique (gros manquements dans les systèmes de jeu), donc désolée mais je peux pas dire que la proposition ait été assez ré-attisée par rapport au premier pour en faire une suite très pertinente.