
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.
Most likely between $4.2M and $12M. How we estimate →
Checked against 8 developer-reported gamesmedian error
| Store | Price | Score | Revenue · chart |
|---|---|---|---|
| Steam | $49.99 | 93% | approximately $7.1M |
| Xbox | $59.99 | 90% | — |
| PlayStation | $59.99 | 94% | — |
| Epic | $49.99 | 94% | #10 |
Matched by title. Prices and chart positions are each store's US storefront; Epic charts worldwide. * critic score.
Cheapest copy: ≈ $26.88 on Steam · Ukraine (−46%). Compare 32 prices in 15 markets →
Reviews
Themes across 1944 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
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)
各方面均为上乘,人物塑造为中下乘的线性电影化叙事游戏,总评给到8.5/10分。 优点很多: 节奏紧凑安排恰当:战斗+演出+解密+潜行,环环相扣,分配恰当,操作的紧张感与演出的情感调动相得益彰。 短小精悍:全程10小时流程,无冗余设计,没有烦人的岔路,没有通马桶支线,也没有弱智级别耗时间的解密。 画面与演出震撼:赏心悦目的沿海风景,恢弘壮丽的古希腊神话风格宫殿,堆料十足的演出,十分震撼。 音乐:音乐制作优良,和环境配合得当,情绪调动感强烈。 战斗:深度简单但爽感十足的战斗系统,难度循序渐进,成长曲线优秀,战斗爽感充足。 解密:本游戏的主要解密模式为对比前辈留下来的手绘笔记本的画面进行对比解密,解密符号路线均由手绘形式画出,同时观看线稿和实地场景进行对比解密,很有按藏宝图找宝藏的感觉,比较有趣味。 缺点: 人物塑造:本游戏的人物塑造属实让人摸不到头脑 中等差评的是男主人公,前后行为逻辑突变没有任何铺垫与转折点,十分突兀。 重度差评的是古代一家子,行为逻辑完全无法理解,且病因等关键性要素均没有给出合理解释,让人一头雾水。
美术神了
[h1]你可以回去,但那里已经没有老鼠和瘟疫了 ——《瘟疫传说:共鸣》[/h1] “你可以回去,但那里已经没有老鼠和瘟疫了。”这句话,是在我体验《瘟疫传说:共鸣》时,反复在我脑海里盘旋的一句话。可以说这既是游戏剧情涵盖,也恰好概括了我对这款前传作品的复杂感受。 Asobo Studio继续用画面、音乐、叙事氛围都带你回到了那个熟悉的中世纪世界,但当你真正走进去,却发现那条最核心的“鼠疫”不见了,取而代之的是古墓遗迹的断壁残垣和没完没了的解密。 游戏的画面表现力在线,随手单截取出来就是背景,连人物的建模细致到连角色身上的毛孔都是那么的清晰可见,真的是游戏中的每一帧都经得起放大审视。 https://steamcommunity.com/sharedfiles/filedetails/?id=3793427942 虽然有中配是好评,然而中配的捧读感却依旧严重。角色的情绪与声线之间总隔着一层薄薄的纱,听着总让人出戏。 但老生常谈的优化问题,至今是很多游戏公司在技术力上都绕不过去的一个坎,游戏中不乏有很多场景频繁出现卡顿的情况出现,一度让我的游戏卡至10几帧,后续关闭N卡的DLSS的情况下就好了。后来看了看网上的其他人的测评,发现有很多博主都说有优化卡顿的问题发生,我个人认为应该不是我电脑的问题。 体验上,就是完全的线性叙事流程,无任何支线。从中期就开始重复穿插的单一解密内容,还有来回交织的追逐战混搭在一起,可以说重复感是相当高的。 玩起来呢,完全不像在《瘟疫传说》,反倒是整个流程里不断穿插着遗迹中的解密,感觉很像是在玩《古墓丽影》,当然你也可以认同官方的说法——这就是游戏在讲述前传的故事,但也丢失了原版游戏IP的特色。 https://steamcommunity.com/sharedfiles/filedetails/?id=3793428007 战斗机制上的设计也是深度很浅,主要强调对弹反与架势条的资源管理,看准时机敌人挥舞攻击的显示出的高亮颜色,即时地做出对应的反应,不同的敌人都有明显机制与弱点,生搬硬套即可轻松通过,即便是到了BOSS战环节,这套底层逻辑与机制玩法仍然也没有改变,算是比较可惜的一个点。 比较友好的地方只要是击杀一个敌人即可回复一格体力,大部分的情况下都是堆怪,需要一个人面对一整个队伍的群殴,虽然说是群殴,但是AI的设计都很友好,很少出现多人同时攻击玩家情况,当你着手专注于攻击某只敌人时,其他敌人会安静的等待你处理完眼前的再进行出击。对于一个熟练多部ACT游戏的老玩家来说,本作的难度应该都不是问题。 而收集内容的安排上,游戏完全不给予任何的指引与线索提示,主打一个要求玩家乱逛地图,然后看到白色光点的提示后,再去捡起芝麻大小的贝壳换取「共鸣点数」。 如果你和我一样,是一个不爱瞎逛地图乱跑的玩家,可以说你在中期开始起,将会丢失很多的人物的属性成长,与收集物品进度,更别提这还是款单一线性流程的游戏,一旦错过就永远失去后续再去拾取的机会了... 在游戏的故事的叙事上,可以说算是有着一定的小巧思,从剧情上来说故事致敬的是古希腊神话故事里的“米诺陶迷宫和忒修斯”的故事,而回忆中玩家扮演的索菲亚,从儿时的修道院回忆再穿梭会现在遗迹中的迷宫,不断指引着玩家前进的白色丝线,正是取自克里特公主「阿里阿德涅」的帮助忒修斯脱困米诺陶迷宫的丝线。 https://steamcommunity.com/sharedfiles/filedetails/?id=3793427979 总的来说,我会评价《瘟疫传说:共鸣》是款各方中等水准、亮点和缺点都很明显的作品,我不会否认画面和音乐上的出色,但同样也对重复的玩法流程表示理解和可惜。 如果是没有接触过瘟疫传说系列作的朋友直接上手去玩,虽然不会有太多剧情上理解困难,但也会错失不少的乐趣。建议想入手该系列的玩家,还是从前两代《安魂曲》、《无罪》开始玩起吧。 [quote]关注鉴赏组:[url= https://store.steampowered.com/curator/46104036]鸢尾花[/url] ←"未绽鸢尾存期许,直言游戏长短得失" 加入鉴赏组:[url=https://steamcommunity.com/groups/45531088]鸢尾花[/url]←“以未至鸢尾之名,秉本心品评游戏” 开始鸢尾捎书,盼所有作品皆圆满![/quote]
11/10 game, sobbed my eyes out.
It's incredibly beautiful if you can play it in 4k hdr Finished it in 12 hours after release
[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.
Духота конечна лютая...загадки загадки еще раз загадки разбавленые редкими боямя потом снова бегоьня и загадки и загадки... кто такое особо не любит я не советую экшена тут практически нет Боевка очень тусклая пару приемчиков да такое себе Враги одинаковые Игра про головоломки Уныниеееееееееее
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!
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!