Requiem plays it safe as far as sequels go and continues right where the first game left of. Even if it features more sprawling and detailed environments, it is the type of sequel where I won't remember in a years time what was part of the first game and what was the second game. This isn't a bad thing at all, ultimately I also enjoyed it about equally as Innocence, even if it has nice improvements in combat and character variety.

Where I would have wished for more refinement are the puzzles and some of the rat sections. It happened multiple times that a puzzle or general progression hinged on me noticing an interaction circle somewhere or not missing a crucial piece of dialog that is not repeated, leading to me banging my head against the wall in trial-and-error, not seeing the specific solution to a problem the game wants me to see to progress.
The rats are the bread and butter of A Plague Tale and offer a great twist on stealth mechanics. The tech is honestly impressive, but unfortunately not waterproof. The organic nature of the rat system often led to infuriating frustration where some rogue rats would still be on a cleared path, killing Amecia, you being centimeters away from a light source still dying trying to make one step forward or rats being on a path they are not supposed to be due to some mechanics I won't spoil, leading to the need for wasting a fire pot to clear a tiny patch of rats, alerting all the enemies. These were minor frustrations but were what ultimately held me back from enjoying it more than Innocence.

In the end though, A Plague Tale is incredibly easy to recommend, which hasn't changed with Requiem, offering a tight narrative with impressive set-pieces and digestable stealth gameplay, even I, a person with very very limited patience for any stealth in games, could arrange myself with. It's the little AA sibling of Uncharted and The Last of Us and is just as enjoyable, even if obviously not as refined.

Reviewed on Oct 30, 2022