Skip to main content
NEXUS·GG

Search NexusGG

Press Enter to search. Press Escape to close.

GamingFeature

A Plague Tale changed its verb, and that is a bigger risk than changing its setting

Asobo built its reputation on making players hide. Resonance asks them to fight instead, on a Greek island rather than in plague-era France. Swapping the core verb is the harder of those two changes.

NexusGG Staff4 min read
Two armoured warriors clash with blades in a crowded arena strewn with red petals in Resonance: A Plague Tale Legacy

Every game teaches you one verb before it teaches you anything else. In A Plague Tale: Innocence and A Plague Tale: Requiem, that verb was hide. Asobo Studio built two well-received games on the feeling of being outmatched — a child moving through a world where almost every encounter was a problem to be avoided.

Resonance: A Plague Tale Legacy, out on 27 August, replaces that verb. Co-founder David Dedeine puts it directly: "the fact that it's no longer a pure stealth game, with action and combat elements being much more present, really changed the formula."

Stealth was the identity, not the difficulty setting

It is tempting to file this under a studio broadening its appeal. But in the earlier games, avoidance was not a mechanical preference layered over a combat system — it was the source of the tone. Vulnerability produced the dread, and the dread was what people wrote about.

A protagonist who parries and strikes is not a scared protagonist. Once a player can win a fight, every encounter changes meaning: the guard patrol stops being a wall and becomes a resource. Character artist Marco Puricelli names the worry from inside the team — they did not "want to abandon what contributed to the franchise's success" — which is an unusually candid thing to say while shipping the change.

The level designer's problem inverted

The clearest evidence that this is a structural change rather than a cosmetic one comes from level design. Vincent Trinel describes the job flipping: "The challenge is the opposite now, we have to be careful about where the player can go and restrict that."

A stealth designer spends their time making sure the player can get through — building sightlines, cover and alternate routes, guaranteeing that a patient player always has an option. Give that same player a grappling hook with roughly 10 metres of reach and the problem reverses into containment: keeping them inside the space the encounter was designed for.

That is not a tuning pass. It is a different discipline, and it is the part of a genre switch that most often shows up in a finished game as invisible walls and encounters that resolve too quickly.

The setting change is the easier one

Moving from plague-era Europe to Minoan Crete sounds like the dramatic swap, and it is the one the marketing leads with: Sophia, a young plunderer on the Minotaur's Island, chasing her past and a curse, in a story Asobo says is lighter in tone than Requiem's.

Settings are surface, though, and audiences accept new ones readily when the play underneath is familiar. The riskier move is the one a trailer cannot show. Lead writer Carol Ann Bañuls identifies where the two changes collide: "The hardest thing was being able to respect the plague lore in Sophia's story." A prequel 15 years before Requiem has to carry the series' mythology into a place that mythology was not built for.

Light used to be a defensive tool

One design detail suggests Asobo knows exactly which threads it is pulling. The puzzle spine is a stolen Minoan sphere that manipulates light. In the earlier games light was the thing that held back the rats — a survival resource, deployed under pressure, that you rationed and lost.

Repurposing it as a puzzle instrument keeps the series' visual signature while stripping out its terror. That is either an elegant reuse or the clearest single illustration of what the genre change costs, and it is the specific thing to watch for in the first few hours.

The series' other signature is preserved more literally. Asobo has kept a pursuing supernatural presence and built chase sequences around it, which is the one context where a combat-capable protagonist is still made to run. Chases are the compromise available to a studio that wants both registers: the player keeps their new abilities and is denied the chance to use them.

Whether that reads as tension or as an interruption depends entirely on frequency. Used sparingly, a chase restores the vulnerability the combat removed. Used as the standard answer to pacing, it becomes the seam where two design philosophies were stitched together.

Game Pass changes who has to be convinced

The distribution decision fits the creative one. Launching day one on Game Pass, on Xbox Series X|S and PC with Play Anywhere support, means the game does not have to sell a £50 proposition to people who loved the stealth games. It has to survive the first hour for subscribers who have never heard of Amicia.

Anna Demetriou, who plays Sophia, argues the continuity is thematic: "the themes are the beating heart of the Plague Tale franchise." That may well be true, and it is also the argument every series makes when it changes what players do. Themes are what survives a genre change on paper. Whether they survive it in play is the thing Resonance has to demonstrate from 27 August.

Sources

NexusGG uses necessary storage to keep you signed in. With your permission, we also use analytics to understand searches and improve coverage. We never use advertising cookies. Cookie Policy.

Accessibility settings

These settings are saved in your browser and apply across the site.

Text size

Read our accessibility statement