Resonance: A Plague Tale Legacy Review — Asobo risks it all with Sophia and wins.

New combat system, Minoan Crete, grappling hook, and light orb: the third A Plague Tale is Asobo's most courageous and ambitious chapter, but also the most different from itself. Rating: 9.

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Changing skin without losing one's identity is one of the most difficult challenges for a video game series. After A Plague Tale: Innocence and A Plague Tale: Requiem, Asobo Studio faced a choice that was anything but simple: continue to tell the story of Amicia and Hugo, risking diluting an already deeply complete narrative arc, or take its narrative universe and try to look at it from a completely different perspective. With Resonance: A Plague Tale Legacy, the French team decidedly chose the second path. The result is an adventure that retains the taste for tragedy, mystery, and cinematic staging of its predecessors, but radically changes the protagonist, setting, and above all, the gameplay structure. In place of the vulnerable Amicia, we find Sophia, the smuggler known in Requiem. In place of medieval France, we find the island of Crete, Minoan ruins, and the myth of the Minotaur. And in place of a predominantly stealth experience, a much more aggressive and spectacular combat system arrives. It is, in other words, the riskiest chapter in the series. And it is precisely this willingness to take risks that makes Resonance one of the most interesting projects undertaken by Asobo so far.

Sophia instead of Amicia: why the change of protagonist really works

The decision to entrust the main role to Sophia is not accidental. The character had already managed to carve out an important space in A Plague Tale: Requiem, where her personality, her past, and her decidedly more pragmatic attitude compared to Amicia hinted at interesting narrative possibilities. Fifteen years before the events of the two main chapters, Sophia is still a young and ruthless treasure hunter. Her journey leads her to the mysterious Island of the Minotaur, a place linked to an ancient part of mythology and, above all, to secrets that are rooted much further back in time than the story of Amicia and Hugo. The difference compared to Amicia is immediately evident also in the way Sophia is conceived as a playable protagonist. Amicia was a girl forced to survive in a world that overwhelmed her. Sophia, on the other hand, is a fighter, a girl who rarely lets herself be pushed around. She is agile, aggressive, confident in her abilities, and perfectly aware that, in certain situations, the best solution is to directly confront the problem. It is a difference that is not confined to the script: it becomes the very heart of the gameplay.

Resonance combat system: from Sekiro and Ghost of Tsushima, the series becomes action

If there's one element that explains Resonance's transformation better than any other, it's combat. In previous A Plague Tale games, direct confrontation was generally a situation to be avoided. Amicia could defend herself, use the environment, and utilize various tools, but she remained a fundamentally vulnerable protagonist. Sophia belongs to another category. The new system introduces light and heavy attacks, parries, dodges, counterattacks, and contextual executions. The protagonist can also use her grappling hook to attract enemies, manipulate enemy positioning, and turn the environment into a weapon. The most interesting thing is that Asobo doesn't seem to have simply added some action mechanics to the previous formula.

The team worked on the fluidity of movement and Sophia's ability to face multiple opponents simultaneously. Collisions between enemies, the ability to throw them against each other, and position-dependent executions contribute to making encounters more dynamic than those in the first two chapters. The reference to modern action productions is quite evident. Asobo itself has cited titles like Ghost of Tsushima, Sekiro, and Sifu as sources of inspiration, while trying to adapt some of their principles to Sophia's personality. The result, at least in the sections tested by the press, is surprisingly convincing. The combat finally seems to have the weight and spectacle that the series lacked, but this evolution also brings with it a problem: the more A Plague Tale becomes a traditional action game, the more it risks losing some of its uniqueness. It's a contradiction that accompanies practically every aspect of Resonance.

Stealth is not dead: Resonance finds tension in the underground of Crete

However, it would be a mistake to think that Asobo has completely abandoned stealth. The darker sections of the adventure still require caution, observation, and the ability to exploit the environment. The difference is that now the alternation between combat and stealth seems much more natural. In some sequences, Sophia goes from predator to prey. It is precisely here that the game seems to regain some of the tension characteristic of previous chapters. A particular supernatural enemy present in the depths of the island forces the protagonist to hide and use light as protection. The principle is familiar, but the atmosphere changes completely. We are no longer facing the immense expanses of rats that characterized Innocence and Requiem. Instead, terror arises from the feeling of being hunted, from the darkness, and from the presence of something that seems to know our every move. It is a more direct, more claustrophobic horror and, in some ways, closer to cinematic adventure than traditional survival horror.

If gameplay represents Resonance's biggest gamble, the setting is probably its most immediately fascinating element. Asobo abandons medieval France to immerse itself in the Mediterranean and Cretan mythology. The heart of the experience is the Island of the Minotaur, a place where ruins, caves, temples, and Minoan architecture become an integral part of exploration. The choice also works because it allows the studio to work on the concept of the past in a much more concrete way. The adventure alternates Sophia's story in the Middle Ages with sequences related to the ancient Minoan civilization and the mythological figures that belong to the island's history. A canvas not only well-embroidered but one that creates a perfect union, with two fates destined to intertwine through the mystery of the Macula. It is not just about changing scenery. The past becomes a true narrative mechanic.

The Minoan sphere and puzzles: the new mechanic reminiscent of Tomb Raider and Uncharted

The other major novelty concerns the puzzles. Sophia comes into possession of a particular Minoan sphere capable of manipulating light. The artifact is used to reveal hidden environmental elements, activate mechanisms, and identify paths. It's an interesting evolution of the puzzle philosophy of previous chapters. Instead of focusing exclusively on resource management or manipulating rat swarms, Resonance builds environmental puzzles closer to traditional action-adventure. The structure inevitably recalls productions like Tomb Raider and Uncharted: exploration, vertical paths, traps, mechanisms, rooms to interpret, and environments built around finding a solution. And this is precisely one of the points where the game risks being most derivative. Some puzzles, in fact, disrupt the pace of the adventure, forcing the player to stop and analyze the entire area in search of a solution. This will practically be a leitmotif present throughout the game.

As we mentioned above, a crucial element in Sophia's actions is the grappling hook. This is not just a combat tool. Its presence allows Sophia to reach elevated points, overcome obstacles, and move within more vertical environments than those of previous chapters. It's an apparently simple modification, but fundamental for the pace of exploration. The series thus seems to progressively abandon the more linear structure of Innocence and Requiem to approach the grammar of modern action-adventure. This doesn't necessarily mean that Resonance becomes an open world. The impression is that Asobo wants to grant the player much more freedom of movement, with more articulated environments, with secondary paths, explorable areas, and greater freedom in how to approach certain situations, considering that every nook or hidden part might reveal a resonance point or a chest containing relics to increase Sophia's passive abilities. It's an evolution that allows Asobo to better utilize its ability to build spectacular scenarios, so it's advisable to explore to avoid missing as little as possible.

On a narrative level, Resonance faces a particularly delicate challenge. Telling a story set fifteen years earlier means expanding the series' mythology without transforming every element of the new chapter into a simple explanation of the past. The relationship between Sophia and Leni represents one of the central points of the new adventure, while the connection with the myth of Theseus and the mystery of the island constitutes the other great narrative pillar. The most interesting thing, at least based on the available material, is the attempt to merge history, myth, and the supernatural. It's a formula that could easily devolve into kitsch, but it surprisingly suits the DNA of A Plague Tale: even in previous chapters, Asobo always played on the boundary between historical reality and inexplicable phenomena. Here that boundary becomes even thinner.

Technical sector: light, Mediterranean architecture, and why the PC rendition promises sensational peaks

Technically, Resonance seems to confirm one of the French studio's greatest qualities: the ability to transform the environment into one of the adventure's protagonists. The Mediterranean architecture, ruins, caves, and outdoor areas allow for the creation of scenarios very different from those already seen in the saga. The work on light seems particularly effective. Light is not just an aesthetic element: it is a mechanic, a tool for exploration, and, in some sections, a real necessity for survival. The result is an aesthetic that retains the series' dark and cinematic photography, but combines it with decidedly more Mediterranean colors and landscapes. If we were already able to appreciate the quality of Asobo's work from our PS5 test, the rendition should reach truly sensational peaks on PC.

And here we come to the most delicate point. Resonance seems to be, in many respects, a better game than its predecessors. Combat is more dynamic. Exploration is more vertical. Environments seem richer. Puzzles have a more structured component. Sophia is a protagonist much better suited for action. Yet all of this could also represent the project's main limitation. Because A Plague Tale was not just a beautiful story set in the Middle Ages. It was recognizable. Amicia's vulnerability, her relationship with Hugo, the sling, the rats, the fear of being discovered, and that constant feeling of powerlessness constituted a combination that was difficult to replicate. Resonance takes many of these elements and puts them in the background. We are facing a turning point, an excellent action-adventure that, paradoxically, no longer seems so different from many others. The action turn wins and convinces, but the combat can be reminiscent of more than one production already seen on the market.

The price of change: Resonance is better than its predecessors but less original

Yet it's hard to consider this change a mistake. After two games built around a very similar formula, Asobo needed to find a way to prevent A Plague Tale from becoming a prisoner of its own identity. Sophia is the solution. She is a protagonist sufficiently different from Amicia to justify a new game system, while the narrative world remains recognizable enough to maintain the connection with the series. If you're wondering if Resonance can be considered an A Plague Tale, we tell you yes, without too many problems. The connection is evident due to a concrete series of dynamics listed above. Rather, it remains to be seen how Asobo will proceed from now on for the eventual future of the saga.