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GamesRadar
Technology
Jon Bailes

"We nailed it": Resonance A Plague Tale Legacy's designer on pairing "brutal" tone with the "fun of killing five or six soldiers"

A close-up of Sofia in Resonance: A Plague Tale Legacy.

While the first two Plague Tale games had a lead character in Amicia de Rune, she wouldn't have got far without support. The friends and family she drew into her orbit not only filled in gaps in her skillset, they also underlined that she was a single element in a wider social drama. It's an analogy of sorts for these games as a whole. Examine their mechanics and systems closely and you'll note that the pieces are mostly standard-issue, albeit well-crafted, third-person stealth-adventure fare. But they are part of something bigger, slotting together with plot, script, location design, music and more to produce a harmonious ensemble.

Now here's Resonance: A Plague Tale Legacy – a slightly unwieldy title which aims to emphasise that this is more spinoff than direct followup. With Amicia's tale told, we're given a new charge in the form of Sophia (one of the companion characters in A Plague Tale: Requiem) and sent back along the timeline to 1333, 15 years prior to the events of the previous games. As we sit down to play through a full chapter of Resonance we're thus faced with a change of personality, time and backstory, but most of all, it transpires, a change in how we play a Plague Tale game. With all these shifts, can everything still pull in the same direction?

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