
Embark on an original story, prequel to the award-winning games: A Plague Tale. As Sophia, journey to the Minotaur’s Island, outsmart deadly foes, unravel ancient secrets, and confront a mythical creature at the heart of a devastating curse.
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About

Set 15 years before A Plague Tale: Requiem, play as Sophia, a fierce young plunderer, on the run but determined to uncover the secrets of her past. Dive into an original story blending combat, myth and fate with a brand new take in the universe of A Plague Tale.
Sophia’s journey leads to the Minotaur' Island, where she faces deadly trials, navigates treacherous trails, solves puzzles, all while fighting and staying one step ahead of the army chasing her. But the true challenge awaits, as the terrifying creature hidden behind the myth will soon resonate with her…


Sophia is a skilled, agile, and strong-willed fighter who engages in dynamic and violent melee combat. Followed by many enemies, each drawn to the Island to reclaim a mysterious treasure, you must navigate a treacherous maze. Rely on your agility, tricks and sharp reflexes to outsmart enemies, perfect your parries, and unleash powerful strikes to survive deadly encounters.


Shift between the Middle Age of Sophia and ancient Minoan times, where echoes of the past shape the battles of the present. Unfold a new story in the universe of A Plague Tale, through the entwined destinies of two heroes linked by fate and the Macula’s mysterious legacy.


Guided by the knowledge safeguarded in your notebook, follow in your crew’s footsteps to explore a richly detailed world, unravel its secrets, and face deadly trials. Use a stolen Minoan sphere to solve ingenious puzzles by manipulating light - a force woven by Daedalus into the island’s very heart.


It is said that only a few came back from the island. Lurking in the shadows lives a restless presence. It follows you around, seemingly knowing your every move, as it hunts through the island’s depths.
Every step is a risk. Every pause, a potential end. You can’t stop, only hide, outsmart, and push forward. Can you survive each trial and every step or will you join those who never came back?
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| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $49.99 | 5.1Kreviews | 93% | — | $6.7M |
| $59.99 | 7.8Kratings | 90% | — | not modelled | |
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Reviews
Themes across 1780 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
It's incredibly beautiful if you can play it in 4k hdr Finished it in 12 hours after release
游戏讲述的是瘟疫2中海蝎子索菲亚的冒险往事,游戏以冒险,解密,战斗,潜行,追逐五大部分为主,节奏把握的比较到位,一段冒险赶路,一段战斗,一段解密。场景制作比较用心,古代王国的昌盛与游戏当前中世纪破败场景,每个场景都有很鲜明的对比;画面风景给人留下十分深刻的印象,美术水平堪称顶级,音乐也能深入人心。整体故事越往后越精彩,让人想一口气通关,结局也能令人感慨。战斗部分比较接近刺客信条奥德赛,不算优秀但整体系统又比较完整。游戏非常不错,强力推荐!
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Latest in each market: best FR #57, worst BR #99 · 13 markets collected
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Languages: English*, French*, Italian, German*, Spanish - Spain*, Arabic, Czech, Korean, Polish, Russian, Simplified Chinese*, Spanish - Latin America +5 more
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| $59.99 | 0ratings | 0% | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 1.8K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
首发预购全成就来写个好评,前两作我也是全成就,对比前两作,本作玩下来没让我失望,我也不会吝啬我的好评和推荐,喜欢瘟疫传说系列的大可以来试一试,不过这作和前两作还是有区别的,接下来细细掰扯(前两作全成就已经是至少一年前了,所以有的细节记不太清,有任何问题欢迎指正和讨论) 对比前两作呢,画风和画面我觉得跟二代安魂曲相似,画面也是有不少提升的(不过感觉有素材复用呢,很多场景感觉都在以前见过,感觉很像很相似,比如不明挡路物质,草地之类的)不过u1s1,这作画面很让我惊喜,光影非常好看,画面精致没得说(如今的3A大作画面在不断提升,很多游戏优化问题接踵而至,5060都有些难以招架了,更别说开超高和全高画面设置了,但本作我是全部极高游玩的,除了到了部分新场景会严重掉帧以外,退到主菜单重进一下就好,其他没有任何问题,至少我是画面享受到了游戏体验还是得到了的)风景真的非常好看,尤其是初到海岛的时候,随便一截图都可以上传分享的程度,过场动画我也是传了一堆,喜欢画面精致又享受剧情的可以来试试(虽然本作剧情有点槽点,后面再说....) 不光画面好看,音乐也十分有感觉和记忆点,光是菜单音乐我就听了很久,听完之后立刻去网抑云找了原曲加入了歌单(The Land-Olivier Deriviere 需要自取嘻嘻)这首歌听得我非常有感觉,就是很有古希腊神话那味,很有神性,听得让人起鸡皮疙瘩,至少让我是这样,上一次还这么喜欢的还是刺客信条奥德赛,它的菜单音乐我也听了很久,就是听了有点肝疼是真的,不管是古希腊神话故事也好还是音乐也好,这种往往都比较吸引我,我就吃这套(还有其他音乐就不一一罗列了,总之来享受音乐也是好的) 中配非常雷霆,千万不要使用,特别出戏,我知道有中配是好事,至少游戏方重视国内市场的需求,但是这个中配太难吗他听了,毫无感情,像Ai念稿子 接下来对比前两作和本作,首先无罪和安魂曲,这两作想必大家都记忆犹新,如黑云压境一般的老鼠群,但本作呢没有老鼠,转而到了二代出场人物索菲亚年轻时候的故事,故事基调往古希腊神话靠拢,末日景象仅存于海岛,本作讲述了索菲亚的童年和追寻真相的经历. 那么变化比较大的就是玩法,前两作都是主潜行的,是不鼓励正面刚的(前期也刚不了,我记忆里是这样,无罪前期是没有正面刚手段的,直到后期的腐蚀剂配投石器颗秒.安魂曲里虽然有近身击打,但是风险很大,敌人攻击判定更先,被群殴也很无力,颗秒受限,很多敌人都自带盔甲和头盔,没办法爆头,只能潜行绕道或者利用老鼠智取)配了大量的环境解密,靠光源火源自保,所以潜行是主玩法. 而本作呢几乎完全没有潜行可言(躲避怪物算吗,很多时候不能硬闯,还是得压脚步蹲走,躲建筑物后面)取而代之的就是战斗爽,没有收集物资回血的设定,杀敌回血,战斗机动性也强的可怕(没有体力条闪的就是爽)我感觉闪避比招架和防御好用多了,招架还得看动作,本作是有快慢刀的,而且会在连招里塞黄色攻击和红色攻击,没有点技能精通是不能招架红攻的,与其记招数不如跟我点个双倍闪避,一起摩擦摩擦,再点个借力反推,时不时还能触发推人趔趄,普通难度的战斗真不难,即使面对群殴,索菲亚也游刃有余,处决有无敌帧,闪避容错很高且没有体力消耗,绳索拉敌,踹人地形击杀,踹人破防,卡时机要害攻击外加要害攻击击杀自带免伤一次,我觉得不开最高难度完全没有难度可言,最高难度我试了一下还是有点麻烦的(不过设置里有个无敌模式,不知为何会自带这个功能,难道是为了完全不擅长打架但是想体验剧情的人...?不过有几个成就用无敌模式刷倒是挺好用,比如连续招架六次,专注攻击断丧尸擒抱,这几个得开高难度,敌人攻击频率才高,丧尸才会开启擒抱功能,开了无敌你就能无限试错,正常流程不建议开,影响游戏体验)其实这种战斗爽还是挺好的,比较适合我,一直潜行反而怪憋屈,打不过还不好躲 然后本作的解密占比也更大了,不过都不是很难,玩过其他带大量解密游戏的例如古墓丽影,神秘海域,夺宝奇兵,生化危机一类的,本作完全小儿科,基本上没有卡关的地方,而且本作自带提示功能,不过提示功能恰到好处,它不会提醒你太多,只是告诉你应该干嘛,这点还行,不会让解密太简单还能有自己思考的空间,本作也跟光源有关,解密基本都跟光有关[spoiler]前两作鼠群怕火源和光源,本作怪物也怕光源[/spoiler]怎么不算一脉相承呢? 剧情方面想提一下,前两作不过多赘述防止没玩过的玩家直接越过前传来玩本作被剧透,这里仅提及本作剧情,涉及剧透会打码. 感觉本作剧情很典,大概猜个七七八八,剧情槽点也是老生常谈,虎头蛇尾的叙事我觉得蛮糟糕的[spoiler]首先我就想问,我费劲巴拉半天在那解密,在那找东西,然后再去用铜球开门,这群士兵是怎么越过我到我前面埋伏的,又怎么进度领先我的,本子在我手上,钥匙铜球也在我手上,这群人还能赶超在我前面,我去一个新区域时不时就来骚扰,何意味?[/spoiler] [spoiler]开头修道院很莫名其妙,交代了索菲亚的童年经历以及为什么会看到幻象,但是不告诉你为啥索菲亚会在修道院然后还需要父亲带人杀进来救人,看到修女被杀,杀进来之前还在和修女交谈的索菲亚第一时间是高兴的去迎接爸爸,而不是指控杀人和询问?也没有作为孩童的恐惧?特诡异好吗?不过大概能猜到,注射的应该就是本作怪物的组织液或者相关之类的,因为十三章会有个当代收集品叫毒针筒,应该是有人来提取之后给索菲亚注射的,但是为什么呢?为什么索菲亚会进修道院?为什么偏偏只给索菲亚注射?为什么注射之后能看到幻象?反正我觉得特莫名其妙,没交代清楚,然后就是很典的剧情设定,第二章突袭别人,索菲亚听到士兵对话得知帮里有人告密,我猜也是跟索菲亚关系走得近的人,果不其然是艾琳,然后又是索菲亚的战斗导师,很典有没有,导师背叛然后和昔日的徒弟决斗,徒弟赢了,然后导师临终还要发表肺腑之言一下,不过本作是没有,直接被一刀捅死不给剧情哈,也是活该,复仇不需要心慈手软,反正也没啥感情可言.其次就是昏头且固执的领头人,然后被冤枉的主角还有不离不弃信任主角的朋友,哦,说到这,还我莱妮!还我莱妮!还我莱妮!反正就是感觉剧情很典,感觉怪老套的.其次我还很好奇为啥这姐姐偏偏选中了索菲亚,仅仅是因为她被注射了药剂能看到幻象嘛?还有就是我其实最开始想到姐姐提到了“他”,我还以为是什么不让父皇伤害自己心上人的桥段,原来是姐弟啊,我有罪,不过一想也是,姐弟在瘟疫传说系列蛮关键的,因为剧情设定上我记得很久很久以前好像也有一对献身的姐弟?就像阿米西亚和雨果,我没记错的话是这样[/spoiler] 还有一点我想说的就是[spoiler]为啥老是提到米诺陶诺斯呢?到后面发现只有牛头人元素的神殿和迷宫,我本来以为最终boss会是牛头人呢,还在想牛头人是谁异化的,从何而来还是咋地,结果boss就是中期那大嘴花,后期变得更大了然后寄生在一个巨大的牛头人雕像上,不过对于这大嘴花我也想问,这大嘴花是咋来的,那对姐弟到底咋了,弟弟为何会变成那样?是不是因为携者这个关键词?我有点忘了,只是大概知道会比较特殊,就像雨果那样能操控老鼠,不知道,有深扒剧情的大佬懂得的可以解释一下[/spoiler] 总之剧情还行吧,将将就就,但看的我还是有点莫名其妙 顺带一提,这游戏偷跑貌似蛮严重的?还是发放提前游玩的次数多?我首发预购,还没到28号我就看到很多人在某音直播了,昨天我去搜菜单歌曲,还有人大言不惭在评论区说“唯一一个还没首发就通关的游戏...”所以呢?很骄傲嘛?不是很懂这种人脑回路,自己玩就偷偷玩呗还要说出来,还要在相关音乐,视频之类的下面评论,显得你了 目前只想到这么多,作为瘟疫系列的正统续作,我觉得还是值得一玩的,不过玩过前两作想尝试新作的玩家可能要适应一下,因为玩法上有比较大的变化,没玩过前作想玩本作的也可以直接玩,对于前两作剧情的承接大概就只有结尾的彩蛋,是阿米西亚和索菲亚交谈往事,不用担心剧情看不懂啥的,然后害怕老鼠的宝子也不用怕哈,本作没有,对于3A游戏来讲,我觉得198不算特别贵的一档,不过还是建议打折入手 还是那句话,早买早享受,晚买享折扣!
Three hours deep in so far and I'm already in love with this entry in the series. I'll admit, I was a little worried about the game having more of a combat focus due to the limited scope of combat mechanics in the previous games but I'm very pleasantly surprised by how fluid it feels. Sophia was a standout character in Requiem and one of my personal favorites so I'm quite happy to be in her shoes in this game. Unsurprisingly, Asobo keeps finding ways to make each iteration in the series more and more visually stunning. That said, Resonance certainly has a different feel so far compared to Innocence and Requiem. Not better or worse, just different. One of the things that drew me in to the Plague Tale series with the first two games was its oppressive and grim atmosphere. That isn't too present in Resonance (that I'm aware of yet. I've only just made it to chapter 3). There's action, tension, mystery, and wonder instead of the gritty filth and horror the DeRune siblings experienced on the regular. As much as I do yearn for more of that, I feel that the tone of the game so far suits Sophias' origins. It does leave me very curious to see how this entry connects to the overall series. I'm at least hopeful that it does in some way. Even if there ends up being no ties at all to anything familiar from the first two games, Resonance is still shaping up to be a very enjoyable side story centered on one of my favorite ladies.
Such a good game! Graphics, music and acting are off the charts. It was a nice change of pace from the plague tale series but still not losing the plague and creepy aspect in this prequel. Really enjoyed it especially in the second part of the game where they're giving literally everything and tying all the lose ends. The bosses could have been maybe a bit more difficult to fight (I played in nightmare mode) but overall even the fights, which is something new for the studio, impressed me.
[h1]A Masterpiece of Atmosphere, Emotion and Visuals[/h1] [h3][b] Graphics & Level Design: [/b][/h3] The graphics in [i]Resonance: A Plague Tale Legacy[/i] are more than just fantastic, especially with HDR enabled. I genuinely couldn't stop being amazed from beginning to end. It felt like I was experiencing one WOW moment after another throughout the entire game. I wandered through the game like a Chinese tourist and just had to take a photo of every scene because each one impressed me even more than the last. The environments and levels are absolutely insane. Everything is designed with an incredible amount of detail, and there are so many moments where I simply stopped playing for a second just to look around and take everything in. The game is visually stunning, and HDR makes the atmosphere even more impressive. One of the coolest things, though, is how the game uses Sophias visions to show locations as they once were, rather than only presenting their ruined state. Seeing these places in their former glory adds so much to the atmosphere and makes exploring them even more fascinating. [h3][b] Music: [/b][/h3] The music completes the experience perfectly and makes the entire game so much better. It fits the atmosphere, the environments, the story, and the individual moments incredibly well. The soundtrack doesn't just accompany what you're seeing, it enhances it. There were many moments where the combination of visuals, story, and music made the experience significantly more emotional and immersive. The music is perfectly timed and incredibly well integrated into the game. It genuinely elevates the whole experience. [h3][b] Performance: [/b][/h3] The Performance is absolutely spot on. No stuttering. No crashes. No random issues. Nothing. Playing at the highest settings with HDR at 1440p, I experienced consistently stable FPS and excellent frametimes throughout the entire game. Everything felt smooth and responsive, which is especially impressive given how visually detailed the game is. [h3][b] Enemies, Combat & Controls: [/b][/h3] The enemies and combat are genuinely a lot of fun. The boss encounters in particular are presented really well, and some of the bosses even appear as opponents in ways I genuinely didn't expect. There were several moments where I was caught completely off guard when a seemingly normal situation suddenly turned into a boss fight. The flow of the combat, combined with the abilities you can unlock throughout the game, feels really good, even when playing with mouse and keyboard. Once everything starts to come together, you can really get into a rhythm, and successfully executing a fight perfectly makes you feel [b]seriously powerful[/b]. I played the entire game on Normal difficulty, and even then, I had to struggle with a boss or two. I'm probably just bad at these kinds of games, though. What I particularly appreciate is that the combat never feels unfair. When you fail and die, it doesn't make you think [i]"That was ♥♥♥♥♥♥♥♥."[/i] Instead, it makes you think [i]"Okay, I can do this better."[/i] The fights actually motivate you to improve. You learn from your mistakes, try again, and when you finally get it right, it feels genuinely rewarding. [h3][b] Story: [/b][/h3] I have to admit, the story didn't immediately grab me at the beginning. The opening is fairly slow, and initially I wasn't sure where it was going. But the way the story develops is absolutely excellent. There are several truly impactful events later on, some of which genuinely brought me to tears, more than once. The emotional payoff is incredibly strong, and the journey becomes more and more engaging as the story progresses. I also want to thank the developers for remembering, more or less, the promise you make relatively early in the game. That was something I was really hoping would matter later on. [b]However...[/b] The promise is ultimately fulfilled in a way that feels almost accidental. It feels like you just happen to fulfill it rather than the game deliberately making it happen. Honestly, it would have taken [b]a single sentence[/b] to make the connection explicit and remove that feeling of coincidence. Just one sentence. [i]And that sentence is missing.[/i] It's a relatively small detail in the grand scheme of things, but it bothers me a [b][i]lot[/i][/b], because the setup was there and the payoff could have been so much more impactful with an incredibly minor addition. Aside from that, the story turned out to be very different from what I expected and that is a [b]very good thing[/b]. The progression and events don't really feel like [i]A Plague Tale: Innocence / Requiem[/i], or at least only very slightly. The game doesn't feel like someone simply took a familiar formula and applied it to a new game. It feels like [b]its own thing[/b] and that is one of its [b]biggest strengths[/b]. [h3][b] The Ending: [/b][/h3] My biggest criticism is probably the ending, or rather, the final two or three chapters. Personally, I think they are stretched out a little too much. The game could have been considerably shorter toward the end, potentially even half as long, and I think it would have been just as good. There are some fantastic moments there, but the pacing starts to suffer because everything is prolonged a bit more than necessary. [h3][b] Conclusion: [/b][/h3] An absolutely 10/10 amazing game. I genuinely couldn't stop being amazed throughout the entire experience. The visuals are incredible, the level design is fantastic, the performance is excellent, and the music ties everything together beautifully. What surprised me the most is how much the game manages to establish its own identity instead of simply relying on the formula of the previous games. I can wholeheartedly recommend [i]Resonance: A Plague Tale Legacy[/i] to existing fans and to completely new players who haven't played the previous two games. And honestly, you don't really need to have played them. I'd say that [b]99.8% of the story is perfectly understandable even as a new player[/b]. Of course, playing the previous games may give you additional context and appreciation for certain things, but it is absolutely not a requirement to enjoy this game or understand what is happening. A beautiful, emotional, atmospheric, technically excellent experience that I would recommend without hesitation. I took the time to play the game at a slower pace so I could really take in all the details. Plus, some of the battles took a while. Even so, it only took me 15 hours to finish the game. Even at a price of 60€, it would have been worth it.
[b]Studio[/b] Quand Asobo Studio annonce un troisième épisode de la saga A Plague Tale, on sait déjà qu'on est entre de bonnes mains. Le studio bordelais, édité par Focus Entertainment, a construit sa réputation sur une patte artistique très marquée : des environnements d'une beauté quasi photographique, une direction artistique qui respire l'histoire et la culture de chaque époque explorée, et une capacité rare à créer de l'émotion sans jamais tomber dans le pathos. Après Innocence et Requiem, on sent ici une équipe qui a pris de la bouteille, qui ose bouger sa formule sans trahir son identité. C'est le genre de studio AA qui rivalise visuellement avec les gros AAA, et Resonance le prouve une fois de plus. [b]Histoire[/b] L'aventure nous plonge quinze ans avant les événements de Requiem, et c'est un pari risqué de raconter l'histoire de Sophia, ce personnage qu'on avait seulement effleuré dans le second opus. Et franchement, Asobo relève le défi avec brio. On suit Sophia, jeune pillarde audacieuse et en fuite, et sa fidèle compagne Leni, à travers l'île du Minotaure, une destination chargée de mystères et de dangers. Le jeu tisse habilement deux époques : le passé, avec les échos de la légende de Thésée, et le présent de Sophia, qui cherche à comprendre les secrets de son propre passé. Cette double narration fonctionne remarquablement bien, les deux fils s'imbriquant sans jamais se nuire, et la mythologie grecque est traitée avec un grand respect tout en s'accordant des libertés narratives justifiées. Sans rien spoiler, je peux dire que l'histoire prend tout son sens à partir de la seconde moitié, et que les liens avec la duologie originale répondent à de vraies questions en suspens. L'immersion est totale, portée par une mise en scène cinématographique qui sait quand monter en tension et quand laisser respirer. [b]Gameplay[/b] Le changement le plus frappant, c'est le passage à l'offensive. Adieu la fronde et la furtivité pure, place aux lames ! Sophia est une combattante entraînée, et le système de combat offre une vraie sensation de puissance : parade, esquive, contre-attaque, coups critiques, et même un fidèle grappin pour le combat à distance. C'est nerveux, fluide, et franchement satisfaisant — on se sent enfin capable de se défendre, un vrai soulagement après les moments frustrants de Requiem. La progression s'appuie sur les points de résonance pour débloquer des compétences, et chaque lame trouvée dans les tombeaux apporte ses propres propriétés, ce qui encourage l'exploration. Les énigmes, majoritairement basées sur la lumière, sont bien dosées : pas trop faciles, pas trop dures, et elles s'intègrent naturellement au rythme. L'exploration gagne en verticalité, entre phases de plateforme et courses-poursuites bien mises en scène. C'est une formule proche d'Uncharted ou Tomb Raider, avec une touche Assassin's Creed dans la narration, et ça marche très bien. [b]Graphismes[/b] C'est, avec la musique, le point fort absolu du jeu. La direction artistique est somptueuse : la Méditerranée antique, les ruines, les intérieurs du labyrinthe de Dédale, tout est d'une beauté à couper le souffle, avec des panoramas qui donnent envie d'activer le mode photo. Asobo a fait le choix judicieux d'abandonner le ray tracing pour un rendu conventionnel sur Unreal Engine 5, et le résultat est bluffant : le jeu tourne très bien même sur du matériel modeste (selon les configurations recommandées). Sur ma config, la version Steam a fait sa précompilation des shaders au menu et le jeu a tourné au petits oignons, sans crash. Petit bémol technique : certaines textures secondaires et quelques animations faciales sont un peu moins abouties, et il y a eu quelques micro-bugs de plateforme au lancement et collisions, rien de rédhibitoire mais ça se sent. [b]Musique[/b] Il faut parler d'Olivier Derivière, qui signe une nouvelle fois une bande-son magistrale. Le compositeur, déjà derrière Innocence et Requiem, connaît parfaitement l'univers et livre des morceaux mémorables — « The Land » restera dans les annales, j'en suis sûr. Il a enrichi sa palette avec la voix envoûtante de Vasiliki Anastasiou, le Amalgamation Choir, et des instruments traditionnels comme le yayli tambur et la rebab joués par Evgenios Voulgaris, ce qui donne une identité sonore à la fois épique et authentiquement méditerranéenne. C'est le genre d'OST qu'on repasse en boucle après le jeu. Côté doublage, Anna Demetriou est excellente en Sophia : elle donne beaucoup de caractère, de profondeur et de désespoir à la protagoniste, et on la sent vraiment dans le rôle. Le doublage français est très bon et renforce l'émotion des scènes clés. [b]Points Positifs[/b] [list] [*]Une direction artistique somptueuse, parmi les plus beaux jeux sortis cette année (Après Crimson Desert) [*]Un système de combat nerveux et satisfaisant qui donne une vraie sensation de puissance [*]La bande-son d'Olivier Derivière, envoûtante et parfaitement calibrée [*]Une double narration (passé de Thésée / présent de Sophia) qui fonctionne à merveille [*]Une optimisation PC très correcte, jouable sur du matériel modeste [/list] [b]Points Négatifs[/b] [list] [*]Quelques animations faciales et textures secondaires un peu moins abouties [*]Un bestiaire d'ennemis assez limité, le combat manque un peu de variété en fin de partie [*]Quelques micro-bugs de plateforme et de physique au lancement [*]La relation Sophia–Leni, bien que touchante, est moins marquante que celle d'Amicia et Hugo [*]Une structure de niveaux parfois un peu trop « jeu couloir », avec moins de liberté que j'aurais aimé [/list] [b]Conclusion[/b] Resonance: A Plague Tale Legacy est une prise de risque qui réussit. Asobo Studio a su faire évoluer sa licence sans la trahir, en offrant une aventure plus nerveuse, plus cinématographique, et visuellement époustouflante. C'est le genre de jeu qu'on vit, pas qu'on termine : on se laisse porter par l'histoire de Sophia, on admire chaque panorama, on frissonne sur la musique, et on en ressort avec l'envie d'y rejouer pour débloquer tous les collectibles. Ce n'est pas parfait, mais c'est diablement bon, et sans hésiter, je le considère comme l'un des plus beaux moments de la saga. Note personnel : 19/20
美术神了
Игра превосходная, получила кучу эмоций. Разрабы молодцы. Тем кому понравились прошлые части и понравится эта. Правда несколько багов я словила это падали фпсы и пару раз в текстурке застряла но это было даже смешно)
Не понимаю позитива вокруг этой игры. Хотя не могу ее назвать плохой, хвалить ее тоже особо не за что. На каждый плюс найдется по минусу и не одному. Главный камень Сизифа который тянет весь проект на дно, это сюжет и нарратив. Если вы думали что Одиссея Нолана изнасиловала греческую мифологию, то эта игра, еще и нагло обосрала то, над чем надругалась. Без спойлеров, но многое вращается вокруг повесточного матриархата, плюс персонажи дрянь, и легенду о Тесее и Минотавре испоганили до нельзя. Учитывая что игра сюжетно ориентированная кишка, отсутствие вменяемого сюжета портит всю мотивацию по этим коридорам иди вперед. Но хочется похвалить за: отличная боевка, хороший баланс геймплея и местами действительно неплохой мап дизайн. Технически - ну выглядит как Анреал5, но не это не он. Статер на статере, статером погоняет. У меня 4090 если что. Вы не раз и не два умрете из за этого в игре. Крепкий середнечок, о существовании которого забываешь как только проходишь до конца, но до концаа пройти - хочется.
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