A Prague Tale:Requiem Review

In Japan, this is a review of “A Prague Tale:Requiem” Review, the sequel to “A Plague Tale:Innocence” (review here), which was talked about in a place other than the game itself.
Please note that light spoilers will be included because the story is completely connected.

Story & Worldview

A complete continuation of “A Plague Tale:Innocence”, it tells the story of the main character Amicia and her younger brother Hugo, who is still young and has developed special abilities. The brothers and their friends are on the run from their pursuers in a plague-stricken Europe in the 1300s, and they are trying to reach their destination with the hope that they can cure Hugo.

Game system that does not feel expanded from the previous game

Like the previous game, you have a sling, but there are situations where you are free to kill enemies or dodge them stealth, and there are scenes where you are forced to defeat enemies. Skills such as extinguishing flames by alchemy and conversely extinguishing flames are released in conjunction with the progress of the story, which is similar to the previous game, and it is possible to strengthen Amicia itself by digesting items obtained from boxes placed on other areas, and you can make full use of these, sometimes defeating pursuers such as soldiers and unlocking puzzle elements. There are also scenes where you can use Hugo’s abilities, which blossomed in the previous game, and other scenes where you can instruct your friends to progress. However, I have the impression that these mechanisms are almost the same as in the previous game.

Weapon switching UI

What was the most important aspect of this game?

I get the impression that there is a lot of emphasis on the story and the player experience that comes with it.
Of course, I think the same is true for other games, but in this game, there is almost no expansion in terms of the system compared to the previous game, and in terms of the actual player experience, there are often restrictions on the player’s controls, especially linked to the situation and feelings of the main character Amicia. For example, if you come to a new city with Hugo, you will not be able to dash to enjoy the city and atmosphere slowly. In situations where the sling is lost, such as when it is taken away, it is naturally unavailable, and conversely, after playable situations where you have to keep defeating soldiers, you will see scenes where you suffer for what you have done, while also leading to scenes where you show your hatred for the soldiers who come after Amisia and Yugo wherever they may be.

graphic

Especially with regard to the characters, I have the impression that they are working hard, but it is not so superlative. As for the environmental design of each area, you can feel the wonderful construction and careful implementation.
However, the fact that the hair moves little and there are no footprints when walking on the beach, etc., are not designed into expressions that are common in AAA titles.

Due to the ferocity of plague and rats, there are many rather grotesque expressions, so if you are not good at it, be careful.

Not a wide game, but a story worth experiencing.

As mentioned above, it is not a wide range of games. However, I think the story of the exchange between Amicia and Hugo, the situation surrounding the two, and the existence of the characters involved in the two makes it a valuable work.

Since it is included in the XBOX GAME PASS, it is easy to get your hands on, especially for PC gamers.

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