Amicia de Rune barely manages to hold it together as she and Hugo walk through a tranquil forest. She’s got a throbbing head wound and a babbling little brother to lead away from the soldiers hot on their trail. She’s brilliantly brought to life, and the strain in her voice as she pleads with him to keep going tugs at my heartstrings. A Plague Tale: Requiem still contains everything that made me love the first game, and the expanded combat sections make the experience more challenging than ever.
The upcoming sequel to A Plague Tale: Innocence follows Amicia and Hugo once again as the pair venture to an island that may not even exist, trying to find answers to Hugo’s mysterious powers as a rat plague spreads across their home country France.
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Requiem has clearly taken a lot of inspiration from The Last of Us Part 2. As well as a new echolocation ability Hugo possesses - because the rats can sense people’s blood, gross - the scale and feel of enemy encounters has been changed substantially. Now, Amicia and Hugo face off against foes in large arenas that offer the ability to return to cover if stealth is broken. I spent half my Gamescom preview running frantically, feeling my pulse surging as I avoided crossbow bolts and spears, desperately looking for cover around the nearest corner to shake off the heavily armed soldiers.
This makes combat far more varied. Unlike in Innocence, where once you were spotted the levels were so tight that you had to fight your way out, Requiem allows you to regain breathing room, meaning little mistakes don’t need to snowball into wasting all of your resources. However, due to the combat encounters being so large now, it can make these sections
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