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‘Resonance: A Plague Tale Legacy’ Preview: Greek Legends, Brutal Combat, and a New Hero

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Resonance: A Plague Tale Legacy Preview

I can’t believe I’m saying this, but I miss seeing rats. No, not in real life, but in the upcoming Resonance: A Plague Tale Legacy. The series had distinguished itself from other games by focusing on the Black Death era, while using diseases as thematic and gameplay markers. 

Instead of using the cover of darkness to get a jump on enemies and devouring them with my supernatural control over rats, I’m jumping right in broad daylight with a sword and knife to cut open their throats. There’s a noticeable shift in setting and tone as Resonance seems to be a sunnier adventure. I played two hours of the game, and I’m interested to see how it’ll connect to the first two games.

Resonance: A Plague Tale Legacy follows a younger version of the smuggling pirate Sophia, whom our prior protagonists, Amicia and Hugo, met in A Plague Tale: Requiem. Set 15 years earlier, Sophia has been cursed with terrifying visions, and after escaping from her home, she reaches the island of Crete, which may have the key to ending her curse.

Resonance thankfully still has some horror-tinged aspects, namely through Sophia’s visions. Often seeped in red, these visions are sudden and ominous, showing her what looks like some sort of connection to the Macula, a supernatural curse prominently featured in the series that allows users to control rats.

During my time with the preview, I played chapters 5 and 6, where Sophia is accompanied by her friend Leni. While I’m unsure of her origins or when she joined, I’m curious as to how she’ll develop as the game progresses. Resonance is much more focused on combat, and Sophia’s repertoire of moves includes slashes, blocks, dodges, and parries. It’s nothing revolutionary, but the action feels smooth, almost like Batman: Arkham. Sophia even has a few finishers that add cinematic flourish.

One thing you’ll have to look out for is her HP bar. I was only able to sustain about three hits before dying, and in order to replenish any HP, you’ll need to kill an enemy. So you can’t go in there all reckless. You have to properly read enemy attacks if you want to survive. Leni can’t be controlled directly, but she’ll often be helpful and keep at least one enemy busy as she fights on her own.

Additionally, Resonance emphasizes Greek culture this time around, giving its setting a different identity from the other Plague Tale games. Sophia also has visions revolving around the Greek legend of Theseus and the Minotaur, allowing her to peer into the past. I even played as Theseus at certain points with a similar moveset to Sophia, as he also cuts down other gladiators. There’s a bit of a dual timeline mechanic here, as seeing things through Theseus’s eyes during cutscenes gives her insight on how to progress through the dilapidated dungeons on Crete.

Puzzles are also a big focus of Resonance. During my preview, Sophia had a mysterious device that would emit three different colored lights, and I’d have to line them up properly on switches in order to open up doors to get further in. You’re rewarded for some light exploration as well. I took a side detour to another light-focused puzzle, and when I solved it, I found a chest containing the Sica, a sword for Sophia. This one contained the Focus Rush skill, where killing an enemy further increases her Focus Gauge.

Eventually, Sophia and Leni get separated, and the former is forced to navigate the temple’s underground alone. However, a giant tubular monster hides in the depths, waiting to attack. This is where the game’s stealth elements come into play. Similar to the first two games, light is a safe haven. Whenever Sophia runs, she emits a trail of blue aura, and the monster is attracted to that. So you’re basically trying to rush from one light source to the next. Additionally, Sophia can use her grappling hook to swing across large gaps, giving the traversal a sort of Uncharted-like feel to it.

After successfully getting out from underground, Sophia lets out a sigh of relief, but now realizes that she has to find Leni before it’s too late. My demo cuts there.

Resonance: A Plague Tale Legacy is a prequel to the first two games, but manages to separate itself by focusing on action and the shift to Greek culture rather than a stealthy adventure through France. The gameplay and puzzle-solving aren’t exactly reinventing the wheel, but all of its mechanics feel incredibly polished.

I’m absolutely enamored with the A Plague Tale’s world. I’m excited to see how Resonance: A Plague Tale Legacy expands its lore and fleshes out Sophia’s character since her introduction in the previous game. This might be the perfect swashbuckling adventure to close out the summer when it launches on August 27 for PC, PS5, and Xbox Series X|S.

 

George Yang is a freelance games writer. He has written for publications such as Polygon, USgamer, The Hollywood Reporter, VG247, GamesIndustry.biz, and more.

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Previews

‘Silver Pines’ Preview: David Lynch Surrealism Meets Survival Horror

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The gaming world owes so much to David Lynch. “Twin Peaks” alone has inspired the premise and setting of so many games, from Deadly Premonition to Alan Wake, and its dreamlike tone is one that’s perfect for an interactive medium.

Silver Pines, the upcoming title from Swedish-based indie developer Wych Elm, is the latest in the lineage of Lynchian games, this time presenting survival-horror-style gameplay from a 2D perspective. While I’m not traditionally as hot on 2D games, after spending time with the demo, available now on Steam, I can’t wait to see more of this intriguing new world.

It starts out simple. After a brief, narrated dream sequence, you wake up in an empty diner in the small American town of Silver Pines. There’s a quick tutorial sequence that teaches you the game’s mechanics as you escape from the diner, followed by a phone call that sets up the premise of the game. You play Red Walker, a private investigator on the hunt for a missing musician named Eddie Velvet. It’s an elegant bit of exposition that’s delivered with a slightly dreamlike vibe, setting the tone for what’s to come.

As you begin to explore the titular town, you find it eerily abandoned, thanks to an evacuation order that’s caused the majority of the residents to take the ferry out of here. Empty streets and vacant buildings bring to mind Silent Hill, which is a great start in my book. There’s something really unique and special about small town horror like this, and Silver Pines is able to capture it immediately without feeling too much like a tribute act.

Navigating the Unique 2D World of Silver Pines

One of the things that impressed me immediately was how easy I found it to navigate the 2D space. Much like the indie classic Lone Survivor, you have a map that represents the space, and you turn down streets and hallways by pressing up or down at certain openings in the background toturnon the map. It seems like it should be incredibly difficult to follow directional shifts like this, but it becomes immediately intuitive, especially with the addition of diegetic signage that guides you without feeling out of place and handholdy.

I usually associate 2D games with more dynamic jumping and movement mechanics, but Silver Pines keeps things grounded, managing to find ways of creating navigation challenges without resorting to platforming tests that would feel out of place in a narrative like this. The map is particularly excellent in this game, as you can use a camera to add photos to it to help remind you what’s there. I love it when main characters mark up maps with locations of puzzles or items, and putting that power in the player’s hands was an interesting mechanical wrinkle that felt helpful and unique.

The other thing that gripped me from the start was the art style, which uses a slight cel-shading technique for the character models that makes them look hand-drawn. They really pop when compared to the backgrounds, which have a slightly different, but complementary, style to them. Wych Elm also shows off a masterful understanding of lighting, creating a shadowy look that’s never too dark to understand what’s going on.

The way the various layers of background and foreground give a parallax effect as you walk adds so much depth to every moment, making the imagery feel more dynamic. This game is treading familiar ground, with abandoned hotels and empty small town streets, but the unique look sets it apart enough to justify it among its peers.

Puzzles Balance Logic and Surrealism

Aside from just navigating the spaces, you’ll need to solve a variety of puzzles in order to progress. Many of them are just finding keys to open doors or figuring out which item is helpful in which situation, like an adventure game, but there were a few in the hour-long demo that gave me a level of satisfaction in actually figuring something out. Like the best survival horror games, the puzzles are an equal bit grounded in reality and slightly surreal, adding to the tone of the game. One of them gave me a Silent Hill vibe with its logic, asking me to win a BB gun shooting range mini game to get a pool key (which also teaches you how to use weapons).

While the game isn’t crawling with enemies, there are more threats scattered throughout the levels than I expected. Early on, you get a blade to defend yourself, which also acts as a key to cut through doorways blocked by cloth, and it’s just the right balance of effective and clumsy. There’s a surprisingly useful dodge that lets you slip past enemies. With the right timing, it’s not too difficult to survive one-on-one encounters, but it’s also not so easy that you can go on autopilot. Once multiple enemies get into the mix, it starts feeling more desperate, forcing you to make smart use of your stamina and weapon durability to survive.

A pistol gets introduced late in the demo, and that also felt surprisingly punchy, but its power was balanced smartly by limited ammo. One of my favorite gameplay elements of survival horror is ammo management, and it seems like Silver Pines is going to make that a core part of its combat experience, asking you to think carefully about which enemies are worth your precious bullets. This is further complicated by the fact that your gun can also be used to shoot padlocks to access previously locked areas, making it an even more valuable resource.

Enemy Design is the Demo’s Biggest Question Mark

Ammo and tape will be crucial to the continued use of your gun and knife, respectively, and there’s a quick little minigame for reloading and repairing that adds some tension to encounters. In addition to scavenging for resources, there was a vending machine I ran across where I could spend money to buy ammo or health kits. Be careful, though, the money is what you use to save at the payphone save points, so you don’t want to spend it all. It’s a clever variant on the classic Resident Evil-style ink ribbon system that makes your resource for saving a more abundant currency, but one that is used for more than just saving.

There were a couple of mementos that I ran across while exploring, and these can be equipped to provide specific character modifiers. I’m not entirely sold on the system yet, as there weren’t enough in the demo to really be able to craft a meaningful build, but with the surprisingly fun combat I’ve seen so far, I’m hoping that they will allow you to shape your playstyle in a way that’s tuned to how you like it. Any new wrinkles on combat are welcome, as it will need to find ways to keep fresh if it wants to stay compelling throughout.

As much as I think the combat is responsive and interesting, I think the enemies might be the weakest part of the game’s identity. This could also be a symptom of just seeing the early game, but so far, they are a bit more indistinct than I’d like, consisting mostly of shadowy people and bugs that didn’t have much going on. There was a boss fight that had a bit more of a menacing design, but I don’t know enough about the full shape of the narrative yet to see if the enemy design is in sync with the tone it’s trying to achieve. Right now, they just feel a bit generic, but I’m hoping things improve as it goes on, because they are pretty fun to fight for a survival horror game.

A Strong First Impression

Back to the opening thoughts about Lynch, the part that has me most interested in this game is the narrative. It’s simple so far, but there have been some surprisingly effective surrealist sequences that make me think this story is going to be something that will sink its hooks into me. One of the coolest moments of the demo involved turning off a light switch and being transported into an entirely different space, one dripping with dreamlike vibes. Even the choice to have the person you’re searching for be a musician adds a nice bit of texture to the narrative, putting a thematic focus on the game’s music in an important sequence involving a performance.

The cutscenes shift to a distinct painterly style, making them stand out without having to animate them, and it’s all brought to life with great voice acting. There’s even a little show you can watch in bits on TVs you pass, feeling a bit like a nod to Alan Wake II’s “Night Springs”.

I’m going to be honest, watching the initial trailer for Silver Pines had me feeling a bit sceptical. Not everyone can nail that Lynchian vibe, and when you try for that tone and miss, it can leave you with a narrative that’s either confusing or pretentious. Based on my hour with Silver Pines, I’d say they are on the right track, ready to deliver a surrealist narrative that draws from its inspirations while still carving out its own identity.

No word on the release date yet, outside of a vague 2026 timeframe, but I’ll be there day one to check it out.

Silver Pines is scheduled to release on the PlayStation 5, Xbox Series, Nintendo Switch, and PC via Steam.

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