A Plague Tale: Innocencewas a sleeper hit in 2019. In the narrative-driven game, siblings Amicia and Hugo de Rune must leave their pampered lives and evade both the French Inquisition and hordes of rats that are spreading throughout the county. Players primarily control Amicia as she guides herself, Hugo, and a ragtag bunch of children to survive in this harsh new reality.A Plague Tale: Innocenceincorporates stealth and survival elements into its gameplay while adding puzzles between fights to provide some breathing room and exposition.

Despite the title’s success,A Plague Tale: Innocenceis not a perfect game. Bugs and glitches are present throughout the entire experience, and certain parts of the narrative also don’t make sense, such asHugo’s abrupt disappearance from Chateau d’Ombrageand Amicia’s hallucinations when attempting to rescue her brother. But the biggest issue players seem to have withA Plague Tale: Innocenceis how linear its gameplay is. If Asobo Studio wantsA Plague Tale: Requiemto fare better than its predecessor, it needs to allow players more freedom when choosing how to tackle the game’s many obstacles.

Amicia and Hugo from A Plague Tale: Innocence walking through rural France

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A Linear Experience Isn’t Always The Answer

Streamlined gameplay seems to have been a side effect ofA Plague Tale: Innocence’s desire to deliver a compelling narrative. In wanting to ensure that everyone gets to experience all the essential story beats, Asobo Studio funnels players down straightforward paths. These paths eventually open up into one of two types of locations: narrative sections and combat sections. The first type of location lets players explore and interact without the tension of combat. Areas like the de Rune estate and Laurentius' farm are examples of places that serve as backdrops for pivotal story moments. Since players can inspect these places at their leisure, the feeling of linearity isn’t as explicit.

Combat areas are whereA Plague Tale: Innocencefumbles. These locations may be as big, but they often consist of narrow pathways - forcing players to deal with more nearby threats. No matter the location, there is almost always a single method of dealing with combat puzzles. This could involve distracting a guard out of his patrol route or dousing a specific light source so that rats can devour enemies. Whatever the case may be, this singular approach to combat makes gameplay feel too linear and doesn’t allow for much player expression.A Plague Tale: Innocence’s combat optionsand areas become more varied by the final chapter, but this doesn’t excuse most of the game’s faults.

A Plague Tale: Requiem Amicia and Hugo stealth

A Plague Tale: Requiem’s Gameplay Should Be More Open-Ended

Asobo Studio can avoid excessively linear gameplay inA Plague Tale: Requiemby giving players more options and areas that take full advantage of them. The end of the first game already equipped Amicia with an arsenal of alchemical throwables, as well asgave Hugo a more active role gameplay-wise. There were signs of more open-ended levels toward the final chapters, but these could be further improved with branching pathways and level design that gets players to experiment with their surroundings like inThe Last of Us.

Theextended gameplay trailer forA Plague Tale: Requiemshows a lot of promise. In addition to her alchemical throwables that she can throw by hand or sling, Amicia now has a crossbow she can use to silently take down enemies from afar. Hugo also seems to have retained his Imperium power from the first game and can summon hordes of rats to deal with enemies. But the most striking improvement that was shown is thatA Plague Tale: Requiem’s combat sections seem to have more room. Various tufts of tall grass and waist-high cover allow players to hide and plan their next move, while elevated sections give them a better lay of the land and height advantage over enemies.

There are still a few months left beforeA Plague Tale: Requiemreleases, but the game seems to be on the right track when it comes to providing players with more gameplay options. The tools Amicia and Hugo have are greater than in the first game, and the levels themselves look to be more open-ended with room for choices. If Asobo Studio gets the balance between narrative and gameplay right,A Plague Tale: Requiemis a sequel worth looking forward to.

A Plague Tale: Requiemreleases on June 08, 2025 for PC, PS5, Switch, and Xbox Series X/S.