Reviews from

in the past


A Plague Tale: Innocense debutou a Asobo como uma desenvolvedora promissora. A Plague Tale: Requiem faz dela uma realidade.

Há evoluções claras em praticamente todas as suas vertentes, fazendo com que essa sequência se torne um exemplo de como dar continuidade a uma franquia.

As mecânicas de jogabilidade características de seu antecessor mantiveram sua base, mas com diversas ramificações e adições que tornam as opções muito maleáveis ao estilo de jogo de cada um. Claro, ainda é possível passar despercebido pelos ambientes sem sequer eliminar um inimigo, mas para aqueles que não têm paciência e preferem encarar o problema de frente, vão se deliciar com o sistema de alquimia.

Em um universo tão cruel e fadado ao medo e ao desespero como o de A Plague Tale, os pequenos e mais simples momentos de felicidade e tranquilidade ganham um significado enorme para a construção da relação entre os personagens, que se desenvolvem de maneira incrível.

Amicia passa a demonstrar muito mais a sua fragilidade e o quanto foi afetada por todos os desastres e mais desastres que a assolaram, independente do quão forte ela seja e precisa ser como figura de proteção de seu irmão, ainda é um peso demasiado alto para segurar sozinha, e o jogo trabalha muito bem essa ideia, do quanto ela também precisa ser ajudada para que não se perca no caminho do ódio.

A Plague Tale: Requiem é uma jornada fantástica, madura e emocionante, com um desfecho indescritível. Certamente ficarei com saudades.

The amount of details and people in the City is insane. You pass a pillory which is empty and the second time you pass it, a person is standing there. The city is filled with life, everywhere are people doing different stuff like for example the marketplace, it just feels so alive. Everywhere people are selling/buying stuff, having conversations or just enjoying their day. It's those little details that separate a good game from a great game. It really feels like a real "Next Gen" Game. Technically it's a bit rough around the edges, I had a few framedrops here and there. Sometimes one of the NPCs got stuck or straight up disappeared so I was forced to reload. The narrative is a masterpiece, the story is so well written, the characters are amazing and the chemestry Hugo and Amicia is really something special and very rare. You don't see that very often in the video game industry. The only examples I can think of are Joel and Ellie from TLOU and the characters from Marvels Guardians of the Galaxy from last year. A Plague Tale Requiem is one of my favorite games of this year and cements Asobo Studio's position as one of the new leads in narrative game development. Halfway through the game I knew how it will probably end but I was denial and still hoped that it will end another way which perfectly mirrored Amicia arc in this game.

The iconic rats are back, in a sequel that feels mostly like an extension of the first game’s plot and gameplay, albeit bigger, scarier and even more emotionally charged.

In much the same way that A Plague Tale: Innocence goes for that Last of Us movie-game drama feel, Requiem also favours the sparky sense of adventure of Uncharted, particularly in its mid-section. The game’s warmer moments and those of utter despair are better balanced, with each character given more defined emotions and inner conflicts, particularly the main heroes Amicia and Hugo. The writing of the characters has also improved: Hugo is somehow less annoying than before; there’s a real sense that the siblings are going through their own personal hell in finding peace amidst apocalyptic rat-riddled cities under control of imperial tyrants.

Innocence’s strengths are improved even further here. The puzzles of navigating hordes of rats manage to evoke similar feelings of dread and disgust while also being fun and constantly inventive - not only are they different enough from the first game, but adapt in interesting ways over the course of this one. The player is also given different possible methods of getting past rats and enemy soldiers alike, allowing a great deal of freedom, although some stealth sequences can be frustratingly tricky, leading to a simple rush through the map. Still, the level design is as beautiful as ever, encouraging the player to explore impressively vast stretches of land one minute, then struggle their way out of a nightmarishly endless cavern of those gooey rodent bastards the next.

Whilst the plot is engaging throughout, I’m unfortunately one of those people who found the ending, which I won’t spoil, to be underwhelming. The third act in general, while indeed fun to play, feels muddled and rushed in comparison to almost expert build up in the first two thirds. After hours of character development, the ending ultimately feels unjustified and… abrupt! Perhaps it’s the intention of the game to have that effect on the player, but I’d argue it doesn’t work in the same way as something like The Last of Us Part II.

That said, and it may not be too dissimilar from its predecessor and other games in its genre, but A Plague Tale: Requiem ranks as one of the most polished horror adventure titles in recent years, with moments both chilling and moving. It’s also quite an achievement to make something so incredibly bleak so fun and engaging to play.

Fantastic game that I wish I could give the full grade but I can't do the 30 Fps performance on console. Aside from that, the music, the performances and the overall art style and world design is incredible. A big step up and leap forward by Asobo that is sadly marred by performance issues on all platforms.

uma sequencia digna q atinge todo o potencial dessa ip e consolida a Asobo como uma das desenvolvedoras mais promissoras da atualidade
eu ja começo destacando a sua trilha sonora q é magnifica, junto com sues gráficos maravilhosos como um true next gen, e impossível não falar a atuação de todos os atores, principalmente da Charlotte McBurney
eu não consigo dar nenhum ponto negativo, talvez a gameplay continue bem básica com poucas melhorias, sim, mas pra mim não chegou em nenhum momento a ser enjoativo ou maçante
pra concluir tenho q dizer q amei tudo desse jogo e a nota pode ser alta para alguns mas eu não consigo dar menos q nota máxima.


A Plague Tale: Requiem evolui em praticamente todos os aspectos do primeiro jogo: jogabilidade, história, desenvolvimento de personagens, gráficos, direção de arte e até mesmo dificuldade geral do jogo em si. Todos os elementos pra um jogo perfeito estariam aqui se não fossem por uns "detalhes" (nem sei se posso chamar realmente de detalhes, porque não foram tão pequenos assim) que acabaram ofuscando muito o brilho dessa excelente continuação.

O rumo que a narrativa tomou no final do primeiro jogo foi bem aproveitado aqui, e eu diria até mesmo que eles "salvaram" a história com o que dava. O estúdio aprendeu com os erros do primeiro jogo, e soube desenvolver os personagens e inserir outros NPC's na trama de uma maneira muito melhor do que em Innocence. Inclusive, eu gostei muito de como os NPC's que estão com você alteram o leque de possibilidades que você pode usar nas sessões de furtividade. Isso pra mim, é a principal evolução relacionada à jogabilidade, já que nenhum elemento realmente novo é adicionado no combate.

Outra coisa positiva é que, apesar do jogo ser linear por natureza, a exploração dos ambientes não é descartada. Ao invés dos coletáveis que eu não poderia me importar menos do primeiro jogo, a "recompensa" por explorar são sessões e diálogos extra que incrementam e dão uma profundidade emocional ainda maior para a narrativa, contribuindo para não torná-la genérica e apenas sobrenatural, como foi o caso do primeiro jogo. Porém, o fato da movimentação da personagem ser muito lenta (muitas vezes, o jogo nem te deixa usar o botão de correr pra acelerar um pouco mais as coisas), junto com a quantidade de "desgraça" que acontece com os protagonistas seguidas de momentos "good vibes", deixam o ritmo geral do jogo MUITO arrastado, e desestimulam um pouco a vontade de explorar.

Existe outra coisinha que me incomoda muito na "franquia" (podemos chamar de franquia, certo?)... Apesar da narrativa ter se desenvolvido da melhor maneira possível, tendo em vista o que aconteceu no primeiro jogo... Sei lá, talvez eu ainda esteja decepcionado com esse rumo sobrenatural que a história tomou desde mais ou menos a metade do primeiro jogo. Apesar disso, acho que eles consertaram muitas das coisas que me decepcionaram, por exemplo, em Requiem eu senti MUITO o peso de optar por matar soldados nas sessões de furtividade, coisa que foi praticamente deixada de lado em Innocence. Eles conseguiram, de certa forma, resgatar esse lado humano que foi perdido com esse teor sobrenatural, e de quebra, adicionaram uma característica mais épica pra trama no geral.

É um bom jogo e uma boa franquia, principalmente se você gostar muito de narrativas sobrenaturais!

Such a heartfelt and emotional story. Cried during multiple parts. Hugo and Amicia are amazing characters that deserve more recognition. Both of them have some amazing voice actors. Amicia is one of my favorite heroines and the lengths she’ll go for her brother knows no bounds. Haven’t felt this much of an emotional gut punch since RDR2 and Last of Us 2. So much has been improved upon in Requiem after Innocence. The gamplay, puzzling, story, graphics, art direction, etc. This game is a technological marvel with what they’ve been able to do with the rats especially and the graphics are amazing. La Cuna especially is an incredibly beautiful area. The game balances graphic and horrific content with parts of beauty and love. I love the improvements to Amicia’s skill set and what all she can do. The combat is a lot more fun in Requiem. The soundtrack is as amazing as the first game. Overall such an incredible experience. As someone with bad chronic health issues and a mom with them as well, Hugo’s illness and Amicia’s reactions to it hit me like a truck

UAU... a frase "every frame a painting" se encaixa perfeitamente nesse jogo. Que direção de arte absurda!

Há um avanço significativo na gameplay, que era o ponto mais fraco do primeiro. Mas o jogo continua um pouco truncado nesse sentido, porém de certa forma isso se interliga com a narrativa.

A história é uma bela de uma tragédia (no bom sentido), sempre tem acontecimentos que vão manter a atenção do jogador e a ansiedade para saber mais. Pra mim, é a melhor narrativa do ano, e se não receber indicações por isso e por suas atuações, é pq as premiações estão compradas! kkkkkk

Os personagens estão melhor construídos, e o impacto dos acontecimentos parece afetá-los de verdade (a excelente atuação de voz ajuda nisso).

É um jogo emocionante, muito bonito e com uma narrativa instigante. Quero mais.

A Plague Tale: Requiem is a proud, bold and powerful sequel to 2019's beloved title, "A Plague Tale: Innocence." In just three short years, Asobo managed with Requiem to improve upon nearly every facet of its predecessor. Requiem picks up nearly immediately after the events of Innocence, and once again places the player in the shoes of Amicia de Rune.

As Amicia, you traverse the countryside of France and the Mediterranean Sea in a frankly epic journey alongside her brother Hugo. Throughout, Charlotte McBurney delivers a truly phenomenal performance as the voice actor for Amicia (English/French). It is readily apparent that the events of Innocence have hardened Amicia, but also have left her with deep internal turmoil. McBurney does an exemplary job manifesting Amicia's conflict through convincing and emotional voice acting. I would be shocked to not see her nominated for the "Best Performance" accolade at The Game Awards in December 2022. As Amicia contends with her own deeds, Hugo too has developed as a character. He still holds the intrigues of a child throughout Requiem, however at times his maturity and personal understanding of his disease exceeds that of his older companions. Other supporting cast members, both novel and returning, are also well realized and interesting in their own rights. Voice acting throughout Requiem is generally charming, but it should be noted facial capture was done with actors speaking French (thus, it will look 'off' when playing with English-dub).

Sound and presentation are absolute hallmarks of Requiem. On a Xbox Series X with a LG C1 OLED display I was consistently shocked with the visual fidelity and environments of Requiem. The visual spectacle is not just superficial either. Not only are there stunning vistas and environmental marvels, the lived spaces in Requiem are dense. For a game so much about death, it is utterly impressive how much life was infused into the gameworld through the meticulous detail appreciated in campgrounds, city markets, abandoned homes and so on. If Asobo sought out to make Requiem a visual showpiece for current-generation hardware in 2022, I definitely think they have succeeded. Light rendering and shadows were equally excellent. Throughout, Requiem is as gorgeous as it is gruesome. The OST is haunting, iconic and fantastic throughout. The music in Requiem has extensive range, delivering uplifting instrumentals and at-times brooding in a foreboding manner. Audio queues, such as footsteps or the cracking of a pot, are appropriate and useful to the player.

The game feels wonderful to play, with Amicia being granted a good deal of tools to dispose her foes or quietly traverse environments. Unlike many modern big budget games, you can utilize stealth effectively throughout much of Requiem. It remains a legitimate option for most, albeit not all, of the main encounters in the game. Combat feels much improved over Innocence, with appreciable new additions such as the crossbow and some alchemical concoctions. The game remains curated, well-paced, and largely linear like its predecessor. Unlike Innocence, players will be given some more expansive sections littered with alternative paths and secrets. These sections reward players who chooses to meticulously explore their options, but these encounters are brief and intuitive enough to not bog down the game from a pacing perspective.

Requiem is a technically demanding game, but for me the game ran fairly smoothly on XSX with VRR support. The promised 40fps definitely did dip in a few robust action sequences, but generally cooperated throughout my 1.5 playthroughs. Significant performance woes have been noted by others on PS5 and varying PC gaming rigs. While the game is stable and had little in the way of frustrating glitches, I would wager its lack of a performance mode with stable 60fps on console will signal its greatest tarnish. Visual fidelity, as I previously commented on, remained striking throughout.

In the spirit of avoiding spoilers, I will refrain from commenting too much more on the core plot or the overall driving point for Amicia and Hugo's journey. What I will say is that the storytelling here is generally excellent. The themes and overall narrative threads are much darker in Requiem, as compared to Innocence. The raging plague places a heavy toll on the protagonists and the world they reside in. Death in Requiem's world is inveterate. It is recurrently augmented by acts of militaristic, economic, and religious exploitation. Still, the journey is a compelling one, and I found Requiem to be a very difficult video game to put down once I started playing. I wholeheartedly recommend this game to anyone, but do implore folks first play its brief predecessor. Requiem does not do too much to recap the events of Innocence, but I would argue knowledge of that journey makes Requiem infinitely more rewarding.

Perfection. The only flaw I can think of is the absence of waypoints and broad objectives. Many times I feel myself lost not knowing what is asked from me to do or where to go. I would've loved if there was an option to toggle waypoints and markers on for those who don't mind sacrifice a bit of immersion, otherwise, perfect story, perfect gameplay, best game I've ever played.

They gotta change Murphy's Law into the de Rune Clause, these poor kids had misfortune happen at every step and it hurts my soul

I love you
But when you're gone
There'll be Nothing else
I'll be all alone
All alone

It's more Plague Tale!.. for better or for worse. I might as well start off with what makes it good, and there's defintiely some weight there. Plague Tale: Requiem is a whole lot more "serious" than its predecessor in that its a darker and more depraved game, which in theory doesn't make any media "better" but with a topic as traumatically heavy as the Black Plague, I think is necessary. Requiem doesn't shy away from death in its most cruel and encroaching forms. Characters close to Amicia and Hugo will perish, entire populations will vanish, and the two constantly weigh the consequences of their actions and quest to right the proverbial ship. The game doesn't only do this through the story, but with the backgrounds and environments that the two travel through. After spending much of the first game in Guyenne, the growing party spend much of Requiem in transit. While many of these locations are luscious at first, thanks to some amazing environmental work by Asobo, they quickly descend into dilapidated warzones dripping with plague-borne ooze and despair. I think this allowed me to get more emotionally invested in the game than its predecessor, I found myself groaning less at the dialogue/conversations because I was consistently grossed out by what I was looking at, which is a good thing. Overall I think characters were written much better; Hugo was way less annoying than in the first game, Lucas was actually fun to be around, Arnaud plays a good guardian, and Amicia leans in to the derangement necessary to defeat the evil at hand. While I'm not a fan of Amicia's voice actress, the writing of her character made her a very compelling sibling protagonist.

The story was also quite good in Requiem, though I don't think it (nor Ragnarok) should have been nominated for this at the game awards. Ultimately the themes don't get too deep, other than trying to find a cure for Hugo and defeating the Plague Rat issue, but The Last of Us didn't get too deep either outside of being a story more about humans against humans. I'm not trying to compare the two, because The Last of Us 1 is nearly a flawless game, but I think the commonality in a worldwide destructive illness and how humans react to it tie the two's stories, rather than being more philosophical. Plague Tale 2's narrative jumps around a bit and has some fairly obvious twists, but I found it compelling enough to see it all the way through the end, because it was satiating enough and the writing of characters made me kind of want to see their resolutions.

Now it may read that I was more favorable on the game than I was with Innocence, which is true to a point but there were a number of things not improved from first title to sequel. The first being the combat, it's still really bad... it's samey and motonous and any fighting involving the sling and crossbow take waaaaaaaay too long. If you're being attacked by multiple characters, it's effectively just a kite simulator in which you have to find an impediment to enemy movement, run five steps away, throw a sling, run five steps away, repeat. Even though you can upgrade the sling motion (which was hard because the game doesn't regularily give you enough resources to do this,) it's not enough to give you any flow to fighting. Amicia still has to rev it up and watch as the enemies run a little too fast at her, often times requiring other ammo types to defeat. This was also annoying, and ultimately was my problem with Scarlet Nexus (I bet you didn't think I'd include that here.) In Requiem, much like Scarlet Nexus, the player is given a ton of tools for defeating the enemies. But this is a guise to hide enemy variety, because just like with SN each of these concoctions made by Lucas are used for a certain enemy type. This means that the player doesn't really have agency to how they want to fight (which is key in gaming) but just has to match the type of alchemical item to whatever enemy is running at them, that got annoying and always will in games.

Another issue I had with Requiem, that I also had recently with GoW: Ragnarok, is the just constant puzzling for absolutely no reason. I'm staunchly anti-puzzle, but I can excuse it in games like Resident Evil or Zelda where they make it flow well enough with the game or encourage the player to succeed through self-discovery. Requiem's puzzles are just there... they're not hard, they're not fun, they're just there, and are EVERYWHERE. You're rarely given a hint, and the obnoxiousness of the puzzles being there just to pack in gametime only frustrated me throughout the narratively intense moments in the story.

Requiem was also rather buggy with enemy movement, often times if you were about to exit an area after sneaking through a plethora of guards and had alerted just one, they would teleport through a wall and stop you. I get that the devs wanted you to "sneak the right way" by either taking out all the guards or getting through undetected, but it got annoying how often I was penalized from reaching the objective while an alarm was raised. Maybe there's a "git gud" here but I found it far more annoying than not.

While A Plague Tale: Requiem is exactly what I was looking for Innocence's sequel narratively speaking, the constant puzzling for the sake of puzzling and lack of improvement to combat is not enough to warrant a higher rating. I wouldn't recommend Plague Tale as a series, but if you want a story taking place in a unique period in gaming (The Hundred Years War/Black Plague,) maybe you should start the under twenty hour A Plague Tale: Requiem

Can really tell the budget increased between the 2 games. Looks really good most of the time and imo it improved on it in every way. Sadly didn't get into the story as much as everyone who raves about it did but I really enjoyed my time with this.

Yeah uh, I just think this is worse than the first so, so much. First off with the gameplay, I just didn't like it as much. I really don't know why cause it seems roughly the same, probably more complex. I was fine doing stealth gameplay in the first one, and doing the rat puzzles, but fuck me it annoyed the fuck outta me in this one. I actually just used invincible mode for the stealth, and brute forced as much as I could for rat segments.

The story just seems so, not well executed to me? Like the general beats are fine, but it never landed. I think, 1, its because the characters are just worst somehow. I don't remember if they constantly blabbed their fucking mouths in the first one, but they sure do in this one! Just fucking shut up for one second! 2, it kind of just throws stuff at you and its like, oh okay. Oh, I'm just working with knight dude now, oh this Slaver dude went down really quick, oh these cult guys really didnt think about their plan AT ALL. Its just too many eggs in the basket and none of them ever fully settle down comfortably in my head.

However, Chapter 16 is ACTUALLY good. That shit brought me back to what I liked about the first game. Like a cool artsy ass horror movie. The visuals and landscapes on that chapter were so fucking cool, and it was a moment in the story that actually had me paying attention. So I know that the whole game's story could have been something if it was done better. And the first credits cut? that shit is fucking good.

Also, the game has super duper graphics. Some landscapes are pretty damn good to look at. It does have that fucking filter that makes everything look kind of blurry, so it pisses my eyes off, but despite that, its impressive (AND they have to render all those rats).

So overall, this sequel gets louder than its predecessor and sacrifices that arthouse quality that I enjoyed.

Plague Tale: Requiem is a step up from the first game in the series in almost every way. I had a really good time playing through this one!

The most obvious upgrade is the visuals. Textures, models and animations are all miles better than in the first game, rivaling most similarly styled AAA games. The environments remain a standout, with a lot of evocative, interesting areas that are very well realized and horrifying. Asobo Studio has cranked up the scope of these environments with a couple of really great set pieces that sell how overwhelming and horrifying this rat plague (can we even call it that anymore?) truly is. Standouts were the whole island of La Cuna (including the infested underground catacombs), The Red City (especially during the lockdown), and the final area, which looks like it would be at home in a Dark Souls game.
Character animations are more believable and the acting and writing remains solid. The rat swarms have gotten a huge upgrade. The swarms themselves are much more horrifying, flowing over the terrain like water in a way that somehow avoids being comical in the least. The individual rats are more believable and higher fidelity as well animating in a more realistic way.

Requiem sticks mostly to the gameplay formula established in Innocence, with traversal challenges and combat challenges that are all overcome with the various tools you collect. The more open nature of a lot of the areas take this farther towards an immersive sim-like experience, with a lot more freedom in how you navigate and engage with enemies. This is an interesting shift but didn't work as well for me as I expected it to.
The ability setup seems somewhat streamlined at first, with different concoctions combined with delivery mechanisms, but the exact effect of each of these combinations isn't super clear. I never had a really good idea of what my options were or in what situations I would want to use each of them. Enemies also no longer really have hard counters (like the fire powder from the first game, to remove helmets), which muddies the combat use case for each of your abilities even further.
All of this is exacerbated by the fact that there are quite a few sections with enemies attacking you in waves that are very hectic. The complexity of the system curtails a lot of the creativity you might otherwise be able to display, which doesn't feel that great.
The rat swarms in these areas don't quite work as well, since things aren't as tightly controlled. It feels more chaotic, but there are times where the rats' movements are unclear, and it is pretty easy to die without realizing you were in danger.

Narratively Requiem takes some swings but initially doesn't stray too far from expectations established in the first game. The individual characters aren't quite as well realized and some of their motivations for helping Amicia and Hugo aren't super believable or clear, unfortunately. It all comes together by the end, but the group that is assembled just didn't resonate as well as in the first game. The ending, however, is well done and surprisingly heartfelt, honest, and by the time you get there, has a certain inevitability that matches the tone and themes of the rest of the game. The sadness here is earned and works -- it is especially impressive how the theme and ending tie seamlessly into the game's mechanics of lighting and extinguishing fires.
Some of the individual set pieces are truly incredible -- stuff I haven't seen in any other game. Tidal waves of rats crashing over a city, filling a massive cistern as you race ahead of it trying to escape to the surface, and destroying a fortress town are all really epic, awe-inspiring events that really help nail the stakes here.

Requiem is a really great game with a solid, straightforward story to tell and interesting mechanics with which to tell it. I had a really good time playing through this -- the team at Asobo Studio has created a game that compares favorably to other games in the genre with a fraction of the resources.

chorei tanto que achei que ia vomitar. só consigo pensar no quão fascinante é essa trama, no quanto você se imerge na história compartilhando da angústia e sofrimento dos irmãos enquanto buscam um fio de esperança na jornada que enfrentam juntos. os gráficos são lindos e a dublagem e trilha sonora são incríveis, você se pega parando pra contemplar as paisagens no meio do caos ou da tranquilidade. é uma representação perfeita pra alguém lidando com a doença incurável de alguém querido. definitivamente uma historia que vai ficar guardada comigo por muito, muito tempo.

Big improvement and expansion on an AA game I already loved that still keeps the charm. Didn't have any performance issues with my PS5.

Not really the direction I was expecting but its as good as the first if not a little better. Hauntingly beautiful and some real incredible acting. A few flaws but nothing that took away from the overall experience

this games ending is like being punched a million times and it just wont let you get up. it wraps up the story, the characters, and their struggles nicely, while leaving a sense they might explore this world again

Stumbles a little in its attempt to be bigger and bolder but it manages to pull off it's well written and surprisingly darker tone

"I can't protect you anymore Hugo... this is my A Plague Tale: Requiem".

Local french studio decides to drop the most visually stunning work known to man. They know how to use lighting, or lack thereof... Amicia is so amazed by the environment she forgot to put on her french accent! Let me start off with what's keeping it from a 5 stars... the stealth is very stressful but turning around is so sluggish that fully armored enemies can catch up to you, I've died a bunch of times where it felt out of my control. Game is also riddled with bugs with some needing me to restart but I'm there to defend bugs in games you know me... they can be memorable moments in a playthrough when they're not impacting the core gameplay. I'm more lenient when games are so massive now. Whatever it's playable. Honorable mention is the tried and tired formula of introducing pretty places and erasing them off the map. It makes sense! But at a certain point it's just taxing.

You know you've grown up when your big sister needs to find new types of collectibles. The characters are likeable like the first game and happy to say the villains are good! Less boss fights and more varied confrontations that usually are killing waves of enemies, sure I mean mother i crave violence 😈 your companion have their own skills and it's even better this time... the UI is cleaner too... I may as well stop the review there it's just gonna be "yeah its improved" to everything btw dont forget to disable hints in the settings

A Plague Tale: Requiem é um exemplo da personificação da nossa realidade e de como nossos sonhos quase nunca vão se concretizar, pois não passam de um fruto de esperança que se quebra ao menor toque.

Conheci a franquia no ano de lançamento e nunca achei que viveria para ver uma sequência tão bem produzida. Requiem pega todos os erros de Innocence e desconstrói, destacando todas as melhores partes do primeiro jogo, ou seja, aqui temos uma visão total da relação dos irmãos De Rune.

Não sou muito de falar sobre gráficos, mas Requiem merece um pequeno destaque para isso, é absurdo o que a Asobo fez com tão pouco. Infelizmente, isso também criou uma péssima otimização para o PC e por isso preferi jogar pelo sistema em nuvem.

Em relação ao enredo, posso dizer que foi uma das coisas mais brutais e impactantes que tivemos esse ano. O jogo destaca totalmente a relação dos irmãos e a forma como a humanidade é cruel sem se importar com sua idade ou riqueza, chega a ser doloroso ver a realização disso nos personagens ao decorrer da história.

Amicia e Hugo em Innocence são um exemplo do clássico "desconhecidos que passam a depender um do outro incondicionalmente", mas em Requiem eles se tornam adultos antes da hora, são personagens que estavam a todo momento lutando para sobreviver, mas que agora sonham com o impossível e sabemos o que acontece com quem possui essas características.

Os personagens secundários também são extremamente carismáticos, te fazem se sentir ainda mais na história. Durante os diversos diálogos eu me vi sorrindo ou apontando para alguma informação comentada, mas acredito que poderiam ter aumentado as cenas de desenvolvimento.

A ambientação junto com a parte musical também deixa para trás vários outros jogos, a sensação do violino tocando durante vários momentos tensos é fenomenal (me lembrou a importância da música "The City Most Survive" de Frostpunk). A combinação desses elementos junto com o sistema linear e o combate simples conseguiram dar todas as características necessárias, sem faltar ou acrescentar.

No fim, A Plague Tale: Requiem se tornou uma ótima sequência, o enredo da família De Rune foi excepcional, a brutalidade e o realismo filosófico e sociológico alcançados foram fora da caixa e considero isso um ponto essencial na recomendação. Entendo que nem todos vão gostar da conclusão e muito menos da forma como a desenvolvedora decidiu abordar isso, mas deixo aqui a minha recomendação como uma pessoa que amou o primeiro e que tem muito respeito por esse belíssimo trabalho.

A Plague Tale: Requiem tem, acima de tudo, uma trilha sonora impecável. Não posso deixar de mencionar isso, pois ela é simplesmente fantástica e foi muito bem aplicada, não se excede na exposição e compõe com maestria as cenas do jogo.

Além disso, felizmente, Requiem melhora em quase tudo que o primeiro pecou, os quebra-cabeça são um pouco mais intuitivos, o gameplay é mais dinâmico/polido e o jogo é mais variado, com n-formas de se passar de fase.

Entretanto, em diversos momentos senti que a protagonista (Amicia) se explicava demais, inclusive na resolução de puzzles e afins, o que me tirou um pouco de paciência. Lado outro, ressalto que a dublagem/atuação da Charlotte McBurney foi excelente, digna de premiação.

Em termos de enredo, não tenho nada a reclamar. Particularmente, gostaria que Requiem fosse mais ousado com a sexualidade da Amicia, mas não foi o foco do jogo e tá tudo bem.

I enjoyed this quite a bit. Beautiful presentation and good story. Setting was unique and varied enough throughout the game to not get stale. I felt like there were usually a few options on how to get through an area depending on how sneaky I wanted to be. Puzzles were mostly simple with a couple that I was just missing the visual cue on but got it eventually. Probably better than the first game? I dunno both were good. Time well spent.

Jogaço! Superou minhas expectativas.

A gameplay não muda mto do primeiro game mas em quesito história, tá incrível! sem falar dos gráficos que estão lindos.

It's a slight improvement gameplay-wise, but a massive "been there, done that" in everything else. The story threads similar themes, character motivations and twists that the first one already made. The gameplay is still the same linear-as-hell style that stifles any and all player creativity (and stealth is broken this time around). And it's riddled with bugs on top of all that.

But I think the "defining" feature of the game is consistently and constantly having people be the absolute worst scumbags possible and having every single misery possible thrown at the protagonists only to then try and pull a moment of "but the world is good isn't it?". That's not to say you can't have this dichotomy of dark fantasy and hope, hell I absolutely can't claim that in a world where Berserk exists. But Requiem absolutely does not pull it off gracefully. It's like someone bringing a sledgehammer to your leg only to point out "but hey, medicine has gotten really far and you can get that fixed right?" while you're still writhing in pain. It's a stark contrast that requires you to shut off your brain and not think too much about it to enjoy.


A gameplay apesar de algumas melhorias, continua bem truncada, enfrentar mais de um inimigo continua um terror aqui. O jogo tem algumas mecânicas novas, (que eu n vou falar por motivos de spoiler) porém acho que as mesmas foram sub utilizadas durante a gameplay, poderiam ter um impacto maior.

A trilha sonora continua um espetáculo, era um dos pontos fortes do primeiro jogo e continua sendo nesse aqui. Devo ressaltar também os gráficos, que são lindíssimos.

No primeiro jogo, um dos pontos que me prenderam foi a história, infelizmente não posso dizer o mesmo dessa sequência. Não que ela seja ruim, só não me empolgou ou me fez imergir tanto quanto a do jogo anterior.

No geral, eu gostei, porém esperava mais. Grande parte do jogo eu senti como se tivesse jogando uma dlc com gráficos melhores e uma ou outra melhoria/mecânica a mais.

Charlotte McBurney really knocks it out the park as Amicia here - she was good in the first game but steps it up to another level for Requiem.

The game itself is pretty much Innocence but more - if you didn't like the original game then I don't think there's anything here that'll suddenly convert you - thankfully as someone who really liked the first game, more of the same but bigger and better is just more of a good time. For me at least, it's probably a bit rough if you're someone in-game.

Até hoje não superei esse jogo, a melhor narrativa de 2022 pra mim sem duvidas! Não tem como não se emocionar com a historia desses 2 irmãos e com a crueldade da humanidade que é vista aqui.

Breathtakingly stupid story. While I could probably pick it apart for multiple paragraphs, let's just say there is absolutely nothing to take away from this. It exists purely to give "emotional moments." There is no meaning to be gathered whatsoever that is not contradicted 100 times over by the game itself. The facial capture is extremely dry, and ruins what are some decent voice performances from the cast.
The gameplay is the same as the first, and while I do get people thinking there wasn't enough for another game, I don't think it's that bad as someone who hasn't touched the original game since I beat it years ago.