A Plague Tale: Requiem Review

A Plague Tale: Requiem is more than just a video game; it's an experience that transports you to a beautifully bleak world filled with both solemnity and compassion. After 15 immersive hours with the game, I can confidently say that every second spent was well worth it. Upon putting down the controller, I realized the profound beauty of France—somber yet compassionate.

In many ways, A Plague Tale: Requiem sets out to be the perfect sequel, offering meticulously improved gameplay, a grand ambition in world-building, a stable and optimized experience, and visuals that rival CGI. All of these elements combine to make Requiem one of the most impressive games I've played this year. If you've played the original A Plague Tale and are invested in the fate of the main characters, then you can't afford to miss this compelling sequel.

The story takes place in 14th century France, six months after the events of Innocence. The de Rune siblings, along with their mother and Lucas, are heading southeast in France in search of a cure for the Macula curse afflicting Hugo, their younger brother. Without giving away any spoilers, I must emphasize that the sequel's storyline is outstanding. Therefore, I'd like to focus more on the characters because Asobo Studio has done an impeccable job crafting them.

In essence, Amicia and Hugo have found a new refuge, but if you've played Innocence, you know that their moments of luck and happiness are fleeting. Once again, Hugo becomes the center of the story when the Macula curse resurfaces. Now, still in the role of Amicia, you are tasked with holding your brother's life in your hands. You must make two crucial choices to save him. One is to follow your mother's path and head to the Order, an organization researching the Macula. The other is to heed Hugo's plea and seek a mysterious island that he saw in his dreams, believing it may hold the key to curing this monstrous affliction.

Certainly, when dire circumstances befall France, Hugo's extraordinary powers return. However, the price for this is steep, and it may require sacrificing even the things we hold dear. The storyline of Requiem is rich in emotional depth, featuring action, drama, sorrow, joy, tears, and laughter. Each of these elements carries its own unique resonance, and I found myself in moments of astonishment and appreciation for the events in Innocence, which paled in comparison to the journey that the two siblings must undertake in Requiem. Interestingly, the storyline of this sequel delves deeper into the history of the monstrous disease curse than expected, all while delivering an emotionally charged adventure.

At times, I found myself feeling as though I was playing Naughty Dog's Uncharted or The Last of Us, and fortunately, Asobo has cleverly crafted the storyline to avoid controversy, unlike The Last of Us Part II.

Whether you love or hate The Last of Us Part II, it's difficult to deny that the biggest point of contention in the game was its storyline. Asobo seems to have learned from Naughty Dog's experience and wisely avoided a potentially unwarranted pitfall. The storyline of Requiem does share some similarities, as it involves a deadly pandemic, but it focuses on the personal stories of the characters as they confront the consequences of their actions.

In The Last of Us Part I, despite being a personal story, it encompassed a wider world and had far-reaching consequences, only for Part II to focus heavily on the personal while seemingly neglecting the broader world established in Part I. A Plague Tale is different in this regard. From the first game, it already established a strong connection between the main characters and the overarching narrative, centered on the characters' relationships with the disease and the curse. In the sequel, this story is further developed, clearly illustrating its relevance and continuity. This connection makes it easy to transition between both games, and you never feel disconnected. Therefore, the characters in Requiem feel well-placed within the game, without causing controversy as The Last of Us Part II did.

Amicia, the unwavering sister who loves her brother unconditionally. If you've played the first installment, you may have noticed the subtle details that Asobo included to show that Amicia wasn't always close to Hugo, like the way she left him behind in the early stages of the game, prompting their mother to remind her to look out for her brother. However, as dire circumstances unfold, Amicia becomes increasingly protective of Hugo, and in the second installment, their bond becomes unbreakable. To be honest, this sibling relationship, if portrayed in a parent-child dynamic, might have had a more profound impact, similar to how Joel and Ellie's relationship is depicted in The Last of Us, where there's a clear age difference. However, Asobo managed to convey a deep, almost motherly love between Amicia and Hugo, despite the mere 10-year age gap and their familial connection.

When Amicia admits her concern about the rats closing in on Hugo, she simply wants to embrace him and set out to save her brother at any cost. What words, hopes, or scenes can make Hugo smile and bring back happiness? Amicia doesn't know. She doesn't even have a map to find the mysterious island that Hugo believes might hold the key to curing his condition. She goes on this quest for him wholeheartedly, even though it could very well be just a dream with no basis in reality.

The difference between coincidence and destiny is etched on Hugo's face. Within the feather that Hugo gave Amicia that day lies the essence of life. By touching everything around Hugo, Amicia realizes how truly important she is to the young boy. Her models of the world are all about determination, vulnerability, and the ordinary. She is no longer a pampered daughter of privilege but a unique individual who wishes she could make Hugo as happy as possible. Amicia in Hugo's eyes and Hugo in Amicia's eyes—they may look different when one is ill and the other is healthy, but they truly need each other, and no one can separate them.

What about the supporting characters? They've been well-rounded, and it's hard to complain about them. Most notably, there are Lucas and Sophia. These are characters who made me feel at ease during the journey with them. If Lucas appeared in the first part and you could see his character development from a shy boy to a courageous one, Sophia is a sophisticated character. She's a breath of fresh air with a background as a pirate, different from the urban women of medieval France. She brings a sense of dynamism, humor, and endearment to the story.

In general, with significantly improved graphics, the motion capture has become better than expected. The cutscenes convey emotions and are closer in quality to what we expect from Naughty Dog or Santa Monica. This helps me immerse myself in the journey of the two siblings because I can empathize with what's happening in the story by seeing how their facial expressions convey emotions. It's a stark contrast to the first installment when the indie budget limited the technical aspects.

From here, I believe I've experienced one of the best storytelling games in the story-driven genre, and trust me, you'll cry more than you'll laugh after completing this game. It's truly an adventure filled with a wide range of emotions, and when you put the controller down, if you find tears on your cheeks, don't blame yourself because I've been there.

If you've played the first installment, you'll know the core gameplay is centered around stealth and solving puzzles to navigate the environment. However, numerous changes and additions have made the gameplay more engaging, smooth, and less frustrating than the first installment.

Amicia is now a much better fighter, which makes sense because she gained experience from her previous adventure. She can now use new alchemical abilities, alongside a deadly sling, and interact with the environment in entirely new ways. The companion characters have also returned with more unique and useful abilities than just opening doors as they did in the previous installment. For example, Lucas can throw Stupefacio as a flashbang-like device to help you get past blinded enemies for a short duration, and Arnaud can assist you in hand-to-hand combat with enemies, making it easier to navigate areas with many foes.


Players will need to utilize their entire arsenal of weapons with various abilities to progress deeper into the game. The exploration of each area has now reached new heights, as the in-game environments are more expansive and much less linear compared to the Innocence version. This allows players more options in navigating through the levels.

Overall, Requiem has absorbed feedback and ideas from players and adjusted the gameplay accordingly. One of the aspects I appreciate in the gameplay is that the main character no longer needs to pick up stones to attack enemies. This action used to be somewhat cumbersome and disrupted the game's flow. Now, Amicia only needs to collect items that are truly important for her weaponry.

Moreover, in addition to the focus on stealth gameplay, Amicia's introduction of combat abilities is a highlight. These additions feel powerful and realistic, as they stem from the character's perspective. Every time Amicia eliminates an enemy, it is executed with a sense of vengeance and animosity. In my opinion, these changes are entirely understandable and make the character development logical, resulting in Amicia being the best version of herself in Requiem. I appreciate how the characters in the game, portrayed as teenagers or children, need to be cautious when dealing with the towering, formidable foes. Combat mechanics have been upgraded to a new level, where the player is not limited to just using a sling to throw stones as before. Now, there are new combat techniques like using a knife for close-quarters combat or throwing petrol bombs to incinerate enemies. These enhancements make Amicia a more formidable character without making her overpowered.

As for Hugo, his abilities have evolved significantly in Requiem compared to the previous installment. Now, Hugo can control a larger group of rats to attack enemies, and he can even use his rat-controlling abilities to see enemies through walls via a form of extrasensory perception with the rat swarm. Additionally, Hugo can direct the rat horde to other areas, enabling Amicia to traverse certain regions without having to deal with the rat infestations.

Furthermore, Requiem introduces a power and weapon upgrade system similar to that in Innocence. Amicia needs to collect items along her journey to enhance her capabilities. Overall, this system is not overly complex, making it easy for players to grasp and understand how to utilize these upgrades effectively.

It's not an exaggeration to say that A Plague Tale: Requiem boasts some of the most beautiful graphics in gaming today and is likely to remain stunning for years to come without worrying about becoming outdated. Asobo Studio's decision to focus on next-gen consoles and PC, leaving behind the previous console generation, allowed them to push the boundaries of graphics to new heights.

Playing Requiem feels like a virtual tour of France. The vibrant flower fields, pristine lakes, and expansive beaches make it seem like the world of Requiem is a visual representation of the Mediterranean flora at its finest. In contrast to the natural elements are the meticulously crafted urban structures that live up to the reputation of Europe's artistic cradle. Arenas, mansions, castles, market squares — everything is exquisitely beautiful and realistic. I can't count how many times I pressed the screenshot button, and sometimes I just stood still, reveling in the spectacular scenery. Perhaps Requiem offers the best opportunity to see the beauty of France, but don't forget that it's a game set in a dark and somber world. There's a consistent and striking contrast between the lively and beautiful landscapes and the pervasive darkness that shrouds this gloomy world. You'll encounter countless corpses strewn about the streets, buildings in ruins due to rat infestations, and swamps and dungeons defiled and filthy from the rats. Regardless of the circumstances or environment, Asobo Studio ensured that all the game's settings are vivid, lifelike, and never one-dimensional.

The stunning graphics also play a crucial role in ensuring that the game's characters can fully express themselves as if they were portrayed by real actors. The character models are meticulously crafted, their costumes feature intricate details, and facial animations capture a wide range of emotions from laughter, tears, anger, to joy, all of which are sharp and almost on par with CGI. If we set aside the gameplay, it feels like watching a movie.

Of course, the game's music is another standout element worth mentioning. The soundtrack, composed by Olivier Deriviere, brings a European flavor with classical musical instruments. The music seamlessly complements what's happening on the screen. I particularly enjoyed the songs featuring ancient stringed instruments with a guitar-like sound, reminiscent of The Witcher 3's vibes, which adds to the allure of Requiem's medieval world.

One downside might be the game's demanding hardware requirements. Even on next-gen consoles, it can't reach a stable 60 FPS, which can be frustrating for some players. However, considering the level of graphical detail, this can be somewhat forgiven. I was fortunate to experience it on an OLED TV with 120Hz support, allowing the game to run at 40 FPS, combined with Xbox's VRR capability, which made the gameplay noticeably smooth, and I almost forgot about the need for 60 FPS. However, for the majority of console players, the 40 FPS feature may not be common, as it requires external hardware. Perhaps we'll have to wait for a while in the future if Asobo can find a way to make the game run at 60 FPS on next-gen consoles.

In summary, the audiovisual presentation of Requiem has reached a new level. So, if you play Requiem, I believe you'll have moments of awe at Asobo's design mastery. It's an adventure that's realistically portrayed, and it's hard to find fault with it.

VERDICT

Asobo Studio has indeed shown remarkable craftsmanship and established themselves as one of the top game developers today. Although they have previously created games of average quality like Recore, over the last five years, Asobo has undergone a transformation, proving that they can excel in any game genre given enough time. Did you know that this studio was responsible for the masterpiece Microsoft Flight Simulator a few years ago, earning praise from both the aviation community and gamers? Yes, a flight simulation game, and now, when venturing into the story-driven genre, Asobo continues to impress us with their talent.

I shed tears after experiencing this game, and truth be told, I have no idea where A Plague Tale will go next or if there will be anything left for a potential third installment to conclude this fantastic trilogy. But right now, whether or not there's a Part 3, when I put down the controller, a medieval France full of turmoil reminds me that the adventure of the de Rune siblings is unforgettable. They have left a lasting impression on me. So no matter what happens next, I will truly miss these two sisters.

10/10 MASTERPIECE

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