
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 →
Median error 4% on 8 reported games ·
| 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.
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
there are no rats :c
Не советую данную хероту к прохождению. Боёвка просто калич, сюжет писал осёл поевший гoвна
This is a violently OK game. The good: - Runs well. Only hiccups I had were during the "crawl while I load, player" sections, and even then it wasn't bad. No crashes. - The horror sections deserve a lot of praise. The characters react very realistically to the dangers and really sell how horrifying the more supernatural encounters are. It's not just mental breakdowns followed by unnatural courage. Characters will curse, plead, perform breathing exercises and do many other things to try and push forward. It almost made me feel bad for pushing them forward. - Stealth is quite cool, and is the only aspect that doesn't suffer from a very crippling issue the game has, which is funny. More on that later. - Competent acting/voice acting, good graphics, the presentation is amazing. The level design doubly so. - The characters are interesting and diverse. They all had a well defined reason to be in the story and played well off of each other. The meh: - Combat is a strong meh. It feels more like a puzzle where there really is only one right answer most of them time. There is quite a few enemy types but even that didn't keep it fresh till the end for me. It became a constant repeated test of execution. The game borrows from GoW 2018 with normal, yellow and red attacks. This might be biasing me towards negativism, since I really dislike that system. - The exploration is meh. Check "the bad" for more details. - Chase scenes are meh. Same as above. The bad: - The game is SOOOOO RIGID. This the most on rails game I have ever played, apart of maybe on rails shooters. It often blurs the lines between game and movie I am pressing X to. Any time I try something even slightly off script I can feel the invisible hand of the game designer choking me into submission. Try to kick a basic enemy that's attacking? No, hyper armour. Try to run while an NPC gives exposition? I HEAR THE FIRE WRITING MAN, PLS LET ME GO. Try to use the obviously lowered grappling hook when combat (that looked like a chase scene) is happening? Into the drink with you. The mechanics are fun enough for what they are, hence why I didn't absolutely trash the gameplay, but getting kicked in the teeth every single time begins feeling like playing RAW DnD. Except I have a gun to my head that will fire if I don't recite Stealth rules verbatim. Speaking of stealth rules, HOW IS STEALTH the SINGLE MOST RAILROADED mechanic in games like this, NOT HAVING THIS ISSUE? - Base kit deluxe 50 dollar DLC AHH powerups bruh. One "upgrade" just reminds Sophia she has pockets.
До этого момента я уже прошел первые 2 части Plague Tale на 100% и когда узнал об анонсе продолжения, то сразу добавил в желаемое. В итоге игра наконец-то вышла, и на днях я завершил её прохождение. На это мне потребовалось 16 часов, в том числе из-за того, что старался найти все секреты и обыскивал каждый угол. Если идти сугубо по сюжету, не тупить на загадках и минимально умирать в сражениях, то реально справится и за 14-15. [b]Сюжетная завязка [/b] следующая: главную героиню Софию ребёнком тайно увезли в монастырь, где ей насильно переливали чужую кровь. Во время этого её посещали мистические видения о загадочном острове, всё увиденное она переносила в журнал. Однажды её нашел и освободил отец-пират, которому, как выясняется позже, был очень интересен этот остров. Что было дальше узнаете сами, если решите поиграть. [b]Боевая система[/b] здесь классическая – бьем, блокируем удары, уклоняемся, толкаем врагов. У нас есть быстрая и сильная атака, можем кидать мелкие предметы и использовать суператаку по площади, когда заполнится шкала. Абсолютной свободы при исследовании уровней, к сожалению, нет. Игрока постоянно сдерживают невидимые стены, скользкие поверхности или просто завалы. В целом это неудивительно, так как [u]эта игра – это весьма линейное, сюжетное приключение. [/u] Как и в прошлых частях во время повествования происходит много необязательных для сюжета диалогов, которые слегка оживляют окружающий мир и знакомят с персонажами. В игре есть 4 вида собираемых предметов: предметы истории, амулеты [i](разная бижутерия, дающая бонус в бою)[/i], мечи и кусочки резонанса [i](местные очки опыта для прокачки)[/i]. Отдельно отмечу, что откровенной «повестки» в игре не обнаружил. У героини приятная внешность, нет постоянных намеков, что мужики плохие, или какая она сильная и независимая. Даже наоборот - София часто показывается в стрессе, панике и переживаниях, чувствуется её утомленность и порой отчаяние от происходящего вокруг. [h3] Плюсы [/h3] [list] [*] Весьма приятная и зрелищная графика на протяжении всей игры. Примеры с красивыми видами можно оценить [url= https://steamcommunity.com/sharedfiles/filedetails/?id=3791769949] тут [/url] и [url= https://steamcommunity.com/sharedfiles/filedetails/?id=3793560263] здесь[/url]. С оптимизацией всё хорошо – с моей старенькой RTX 3070 настройки выставились на Ультра и каких-то серьезных тормозов/лагов/просадок FPS не наблюдал. [*] Есть русский перевод всего текста, что в наших реалиях уже большой плюс. Он не дословный, но суть хорошо передает. [*] Большинство загадок легкие [i](тратил на них 2-5 минут)[/i], но во второй половине игры попадались и те, где тупил по 10-20 минут. В целом они мне понравились и сложность приемлемая. В игре также есть подсказки с возможностью регулировки частоты их появления. [*] Душевная музыка, добавляющая мистической атмосферы или налет траура и уныния от текущей ситуации. [/list] [h3] Минусы[/h3] [list] [*] Бой - это самая слабая часть игры. Я получал минимум удовольствия от большинства стычек, в том числе от сражений с боссами. Если погибли в сражении с ними, то нужно заново смотреть интро сцену и диалоги между фазами, которых обычно 2 либо 3 [*] Были эпизоды, где персонаж очень долго и медленно бродит по прямой. Это весьма вредит приключенческой динамике [*] Есть сюжетные несостыковки [/list] [h3]Итоги[/h3] Большую часть прохождения мне было нескучно играть и любопытно следить за развитием сюжета. В целом потраченных денег на игру не жалко. Если вы фанат прошлых частей Plague Tale или приключенческих игр, то дайте шанс и этой.
Serinin ilk oyununu biraz oynadıktan sonra sıkıcı bulduğumdan dolayı oyuna devam etmemiştim. Hatta ikinci oyun çıktığında da gameplay videolarına baktığımda grafikler hariç en ufak bir değişiklik görmeyince A Plague Tale serisine oldukça uzak kalmıştım. Üçüncü oyun yani Resonance : A Plague Tale çıktığında da açıkçası pek umurumda olmamıştı. Fakat takip ettiğim birkaç yayıncıdan oyunun gameplay videosunu biraz izleyince üçüncü oyunun farklı olduğunu hemen anladım. Zira yapımcı ekip bu sefer A Plague Tale oyununu Uncharted ve Tomb Raider tarzına dönüştürüp bir de aksiyon sistemi eklemişti. İnceleyenlerinde hikayenin ve atmosferin güçlü olduğunu söylemesi üzerine oyunu hemen satın aldım. Peki oyunu beğendim mi? Evet. Resonance : A Plague Tale çok büyük bir beklentiye girmeden hikayesi ve atmosferi için oynandığında kesinlikle iyi bir oyun. İyi Yönleri + Oyunun en başarılı kısmı kesinlikle hikayesi ve atmosferi diyebilirim. Uzun zaman sonra bu kadar orijinal sanat tasarımına sahip bir oyun görmedim. Her açıdan mükemmel. + Oyunun hikayesinde bazı dengesizlikler, anlamsızlıklar olsa da inanılmaz sürükleyici ve başarılı diyebilirim. Son zamanlarda bu kadar iyi hikaye anlatımına sahip bir oyun görmedim. + Bazı sahnelerde FPS düşüşleri olsa da optimizasyonda gayet iyi. + Ara sahneler ve oyuncuların seslendirmesi çoğu AAA oyundan başarılı. + Müzikler… Ege tarzı müzikler oyunun temasına o kadar uyumlu tasarlanmış ki anlatamam. + Oyunda kötü olmayan bir parkur sistemi de mevcut. + Oyunun fiyatı Türkiye standartlarında iyi ve Türkçe altyazı seçeneği de mevcut. Kötü Yanları - Her ne kadar fazla aksiyona girmesek de aksiyon sistemi kötü. İnanın Assassin’s Creed 2 (2009) den hallice diyebilirim. 2000’lerde olsak bu sistem belki kabul edilebilirdi ama günümüzde maalesef kabul edilemez. Çeşitlilik 0. - Boss savaşları aşırı kötü. - Oyunda bulmacaların sayısı çok fazla. İlk başlarda “Ha tamam” dedirtiyor ama sonlara doğru bu bulmacalar sıkmaya başlıyor. Eğer sürükleyici bir maceraya atılmak istiyorsanız, oynanıştan da mükemmellik beklemiyorsanız Resonance : A Plague Tale sizin için bulunmaz bir kaftan diyebilirim. 100/80
Достойное продолжение/предыстория основной игры. Локации, музыка, боёвка. Всё понравилось. Ждём чёдальше будет)
Resonance: A Plague Tale Legacy takes a big risk with its decision to deviate from the beloved stealth-based gameplay in Innocence and Requiem, and I personally believe that risk paid off. The gameplay changes surrounding combat were fantastic. They were smooth, responsive, kind of simple and generic, yet very enjoyable. Regarding level design, I was very impressed by the beautifully crafted levels. Additionally, the music was outstanding. Likewise, the graphics and visuals were phenomenal, and the game ran very well: no issues regarding optimization and performance. The plot presented was very immersive and intriguing. I loved the characters, and they were well written. On the topic of writing, in comparison to the masterful and emotional writing of Requiem, Resonance did not quite reach that astronomically high bar despite still being well written and emotional. I also observed that the narrative was drawn out towards the end of the game. I would also like to point out one specific thing that personally confused me until the end, and that was the pseudonym used for the “monster.” Said “monster” goes by two names and the game holds off on reconciling them until very late. Moreover, it was uncertain whether this was intentional or if it was unclear writing, but in either case I would have appreciated some clarification sooner. On one final note, the game closely resembles a Tomb Raider/ Uncharted game in terms of gameplay loop and story in the best way possible. That said, the level design and narrative themes still make it feel like a Plague Tale prequel. In conclusion, Resonance: A Plague Tale Legacy is an ambitious, yet mostly successful attempt at a prequel given the massive changes. I would definitely recommend that fans of the franchise give the game a shot despite the writing falling short of Requiem. Additionally, I would like to add that enjoyers of the adventure genre should consider playing it given the nature of the game.
Wahre Bestien, verstecken sich hinter vertrauten Gesichtern. Eine Hammerreise und eine wunderschöne neue Geschichte mit zwei völlig neuen Charakteren, die sich wunderbar ergänzen. Ich hatte erst Bedenken, ob sich ein neuer Ansatz mit neuen Protagonisten und der neuen Location von den Wurzeln der Serie entfernt. Alles ist perfekt so und dieser Teil ergänzt das bisherige Universum perfekt. Danke, liebe Entwickler, das Spiel ist jeden Cent der Investition wert.
Отличный приквел развивающий историю оригинальной дилогии. Невероятно красивая , отлично оптимизированная приключенческая игра на 12-15 часов. С удовольствием буду следить за следующими проектами студии !
[quote][url=https://store.steampowered.com/curator/33401179/]Follow my curator page for more recommendations![/url][/quote] I can only barely recommend this on basis of the art and visuals, gameplay-wise not so much. The other Plague Tales were largely focused on the audio/visual journey as well, with no real replayability or focus on gameplay but this is to the most relative extreme within the series. The visuals are gorgeous, both from the artstyle and technical level. Really cool environments with some fresh feeling color palettes. Runs well too, maxed it out at locked 165@2k which is more than I can say for UE5 slop out there, always nice when studios use their own engine. It is a little odd they didn't include a raytracing option however, so you're stuck with screenspace reflections on water and all the issues SS entails. Alright visuals aside, gameplay... is just so tired and cookie cutter. I am beyond fatigued with every modern game regurgitating the same building blocks and gameplay elements for nearly 20 years now. Pretty much every big game is steeped in damn near copy paste DNA of Assassins Creed or Uncharted. And thats what this is, a combo of those, particularly Uncharted 1 with similar story beats, using the journal for puzzles etc. We got squeeze holes, we got painted ledges, we got those "cinematic perilous running sequences", enemy attacks that glow a certain color to tell you how to respond, super easy platforming, puzzles that dont require any real thought just some time spent doing, occasional shallow lore trinket you can find or skill upgrade points that don't really do much. You've played this before, you've played each element of it 100 times before. My distaste for this uninspired by-the-numbers gameplay will only grow every year/decade it keeps repeating I truly don't understand how people can play such homogenous games and find them fun still. Combat is just a derivative of AC with no real flow to it, kind of awkward as groups of enemies will converge on you and overlap their attacks so you can't moshpit in the same way you can in AC or Batman. It was ok for awhile on spectacle, there are some nice animations and any game that lets you kick enemies off a ledge gets a bonus point but it very much wore out its welcome before the game finished. I personally think the first game was best in focusing more on environmental puzzles and resource based stealth. Story-wise, I was left being strung along for long periods of time with little explanation or reveal to the things I wanted to know more about. It really doesn't work as a standalone or prequel, you would have to play the others to get anything from it really and even so big questions take way too long to reveal or aren't at all. Suspension of disbelief is also demanded of you at absurd levels here. I always though they should go more grounded, more subtle, and use the supernatural stuff more as a visual panache for a metaphor moreso than literal. I felt Plague Tale was at its best feeling vulnerable walking across the battlefields of hundreds of dead soldiers, the rot, the unease really reaching through the screen. Here, the grandiose underground locations, architecture, and mechanisms are so beyond belief and there is no explanation for how or even really why this was all made. They do look cool, but you really gotta turn the logic side of your brain off. Lastly, and probably my biggest complaint, is the characters will not shut. the. hell. up. Feels like you can't even get 15 seconds of silience to yourself before being interrupted by more yapping. Its not quite Marvel quip level but its just constant little comments, pointing something out about the environment that you can see yourself, self motivational BS, hints on puzzles (even with the hint setting turned off), and often in that annoying "breathy" voice by the protag. Very similar to Tomb Raider reboot trilogy. All in all, the last segment of the game I was kinda just booking it. Ignoring pickups (which you don't need), I even turned on "game journalist" mode because I just couldnt be assed with the boring combat and it was padding things out too much at the end. Developers, I am begging you. Drop the game design school playbook and actually create something original for once, and focus on what it means to be a video game. Gameplay should not be an afterthought and if it is light it at least needs to make up for it through actually in-depth exploration and/or cerebral puzzles. So I'm giving this a rec because I PERSONALLY got my ticket price out of it (barely) because I am a sucker for nice environments and I like taking screenshots (oh also photomode sucks btw its like emulating controller or something so the controls keep skipping out in weird ways). If that side of it interests you pick it up on sale. Its ultimately not the direction I wanted to see Plague Tale continue, I can only worry from here to the next.