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A Plague Tale: Innocence

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When the fateful night of the Black Death pandemic struck, the sisters of Amicia and Hugo de Rune of the aristocratic lineage quickly realized that their tired feet were sinking in the pool of sludge with blood of the slaughtered animals were piled up in the hills and ripples together, rippling motionlessness, the blood of the lives that had died for the fear of fearing, for striving to fight in vain, or because … not at all.

Amicia and Hugo are innocent victims of the darkness, and we have no way to turn that around.

The heavy rain caused the night and the red of blood to mix. Footsteps and sharp screams from the Church’s minions break the bulky syllables of each drop of water. Without human presence, it’s the turn of the bloodthirsty rats trying to kill any calm thoughts in turn. All seem to exist only to test whether the child’s dependence on each other comes from the natural, or just because they have no other choice.

Amicia is a young girl with intense vitality, born to wave in the open sky. Hugo was a whole-life boy who made friends with four sides of a corner, under strict supervision because his mother was also a great alchemist. They may not be as incompatible as water with fire, but it is difficult to comment that they are the closest sisters to this earth.

That may be the reason why all the smallest gestures from both of them prove that all emotions are released in A Plague Tale’s 10 hours: Innocence is never fake . The poetic nature of the children is what protects them from the evil night, which is characterized by all compassionate means. One of them included the act of Hugo lifting the flowers off the ground and gently plugging them into her sister’s braid, and by some miracle spell, she never left Amicia in the rest of the chapter story. Miraculously when the flowers still exist, still stand before the siege of the dreary wave, and it is also miraculous that these little children still find refuge for the poetic nature of They still have the courage to continue after losing everything.

The overall story of A Plague Tale: Innocence is not so special. The overall scenario is not so much unexpected, the conversation may have been written more acutely, as well as having a few characters with excess roles and rather one-dimensional motives. However, impressive from the way that the main game of its main theme is undeniable.

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A Plague Tale: Innocence (PS4) – PlayStation 4: Buy it now

A Plague Tale: Innocence – Xbox One [Digital Code]: Buy it now

A Plague Tale: Innocence (PS4): Buy it now

A Plague Tale: Innocence (PS4): Buy it now

A Plague Tale: Innocence (Original Soundtrack): Buy it now

A Plague Tale: Innocence Korean Edition – PlayStation4: Buy it now

A Plague Tale: Innocence makes every effort to subdue Amicia and Hugo, but perhaps, it is so focused on that work that inadvertently … abandons the player itself.

The game did not promise to show the weakness of a 15-year-old child – once the Church’s French soldiers raised their swords in front of Amicia, the result was always … return to the nearest checkpoint. However, the point is: our Amicia has a strong ability to resist, and resist, it is different. The “pretty little” hand-held crutch not only has the effect of burning the pedestal to chase the mouse, but a stone launched from it with a godly velocity will knock anyone down if it hits the head directly. A soldier wearing a helmet? Now it takes two shots to fire, one with a poison stone to make him die and remove his hat, one to finish him off. A soldier wearing armor from head to toe? 99% of the possibility that he takes a lamp, you will always have to shoot the lamp and the rats will spit out “meat” in a split second. Amicia discovered? Just running around while holding RT, being approached, dodged with the B button, very simple.

That is a threat from people. As for the rats, the way they actually block the player is just… making colors. Because they have a unique characteristic of fear of fire, so the gameplay in A Plague Tale: Innocence will always put coal grills for you to fire and create light conveniently on the way – convenient to the level of them almost does not require any player to consider situations, explain the environment or challenge any reflexes. If there is no coal pedestal, then surely the path will have a bundle of straw, burning it and it will turn off the fire after a few seconds. If there is no bundle of straw, there may be a cart containing a coal bed for you to fire, push it to the next area. Without a stroller, there will be a torch long enough to help you walk to the next light, etc.

Basically, the design of this play progress is nothing wrong. A Plague’s problem Tale: Innocence, that is, it does not try to hide the linear answer that is set too easily. Whether you confront a mouse or a French family soldier, the game will deliberately indicate a solution to the problem in front of you. So the harsh dangers that Amicia and Hugo have to go through have enough weight, when the gameplay itself is so mechanically designed that it prevents the “feel” of the player from trying to convey it?

Finally, truly regrettable by A Plague Tale: Innocence misses great potential right in its premise.

A story revolves around two children on a road full of thorns, using their intellect to repel all challenges, seeking happiness among an uncertain destiny. Do you think of any game that portrays all of the above concepts in terms of gameplay? That’s Brothers: A Tale of Two Sons.

A Plague Tale: Innocence does not need to become a Second Brothers because anyway, it tells a more transparent story, possessing a much different structure next to the camera angle. It is not an excuse for the “childhood escort” motif to be made “super-valid” by the game. During the 10-hour period, the writer only remembers exactly a moment asking Hugo to work with Amicia to open the way. Hugo will scream if you let the boy sit still and start going somewhere – that is the only player’s attachment to him. The rest of the game, from sneaking away from guards, “puzzle” or finding a way, you can treat the game as a single journey in which the protagonist has a second voice in his head. Because in the end, the fact that Amicia always had to hold Hugo’s hand on every road, it didn’t affect the way you experienced all the difficulties you encountered in this journey.

If the pledge to Hugo that A Plague Tale: Innocence imposes on such players is so easy, what do we have to care about? The difficulty that the sisters had to experience in the described game, recounted, visualized in a realistic way, but in terms of interaction – the heart of the video game – that feeling is merely a white plate covered with black ink requires you to put it on your face to feel how black it is.

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