7 ideas to make A Plague Tale Requiem a sequel that lives up to expectations
7 ideas to make A Plague Tale Requiem a sequel that lives up to expectations
Plague Tale Innocence was a great game, but what did it lack to be a better video game? Now that its sequel is in development, it’s time to assess where Asobo Studio’s flagship title could be improved upon. Here are our 7 ideas for Amicia and Hugo to surprise us again.
Ihad the opportunity to follow A Plague Tale Innocence since it was first shown at an event in Paris. Already at that moment I was surprised. The difficult thing is that I was much more surprised when I did his analysis , and I am happy to see that so many players were just as happy as I was. Thanks to this, the French Asobo Studio went from anonymity to being widely recognized. Recently it has been required to adapt the version of the important Microsoft Flight Simulator to consoles, with outstanding results.
However, best of all, they are already working on a sequel: A Plague Tale Requiem . Little is known about this video game, except that it will be a direct continuation that will put us back in the role of Amicia and her beloved brother Hugo. The plague of rats suggests that it will continue to be present in “a new and dangerous mission” with a renewed approach, and this time our protagonists have been captured by the soldiers of the Inquisition. As the developers describe, they will have to survive a brutal and indifferent world , something that also happened in the first installment.
If you do not know what we are talking about, you would do well to try the first installment, now easier than ever, since it is available for free (for a limited time) in the Epic Games Store , as well as included in the Xbox Game Pass service. But where we are going: how to improve this video game to get a great sequel? Below we offer you 7 aspects on which we believe there is a greater room for improvement. And don’t forget to tell us in the comments which aspects you liked the most about the previous game, which would you keep as is, and which would you modify to get a great video game.
An enhanced variety: 7 ideas to make A Plague Tale Requiem a sequel that lives up to expectations
A Plague Tale Innocence was not too long a video game (about 10-12 hours) precisely to be a fluid and varied narrative experience. However, this did not mean that at certain moments of the adventure the action became redundant, forcing us to perform actions that generated a certain sense of repetition . Asobo Studio developers should pay close attention to this point, as it is one of the areas where they can find room for improvement. The first installment proposed many stealth sections that found a breather in puzzles and bosses. How about a little more balance? It would be positive to have a little more exploration, with greater possibilities, without giving up a linear character that of course suits you wonderfully and you should not forget.
- Avoid repetition of situations and scenarios, improving the sense of rhythm.
- Better balance between stealth, puzzles and boss battles.
- More exploration possibilities, with some detour, without giving up linearity.
High level stealth: 7 ideas to make A Plague Tale Requiem a sequel that lives up to expectations
A high percentage of the game time in A Plague Tale Innocence was spent hiding from dangers, and it was a really enjoyable dynamic. The fragility of the protagonists fit perfectly with this gameplay, which made you feel inferior to your enemies … and therefore direct encounters meant losing your life. If Asobo Studio decides to explore the same approach, I think it would be a success, since they could put all the accumulated experience into improving stealth dynamics. In the end, everything was so guided that there was usually only one solution to problems. In particular, the use of the slingshot was fine, but now what you can ask for is more variety. In addition, there were times when artificial intelligence did not work optimally. Just by improving these points and creating a high-level stealth we would have a memorable game.
- Enhancement of stealth mechanics, with more varied situations.
- Add more infiltration resources, without overusing elements such as the slingshot.
- Improvement of the artificial intelligence of the enemies, so that they pose a greater challenge.
More elaborate puzzles
I don’t mean at all that the first game was full of bad puzzles, but I did have the feeling that the mechanics weren’t being exploited enough. Basically, there was a lot of play with the light to scare away the rat infestation and find our way to the next challenge. Also with the control of rodents to break through the enemies. Of course, it would be very good if this sequel continues to play with these concepts, but from new angles and, if possible, with a greater variety of proposals. The theme is sure to determine the focus, one that I hope will slightly increase the difficulty, which is perhaps another aspect that could improve what is already known.
- Previous puzzles were very light-based – new features are needed now!
- A greater variety would also be necessary: that would mean an important evolution.
- A progressive difficulty in solving the puzzles, with increasingly higher challenges.
More and better final bosses
We will all recognize that the final bosses of A Plague Tale Innocence weren’t bad at all. I remember one of the first, a knight in armor in which we had to use the slingshot to gradually destroy his protections. It was original and fun to defeat. However, as time went by, my perception was that the presence of bosses waned a bit. For the sequel I consider that a point to improve would be the enhancement and variety of these encounters. On the other hand, it would also be nice if the enemies gained in variety , because in the end they became a bit repetitive both in designs and in behavior patterns.
- More and better variety and rhythm of final matches.
- Use of inventiveness to create unique playable situations that surpass the first installment.
- Enemies in general more varied, both in design and in typology and behavior.
A slightly more elaborate script
We agree that the story of Amicia and Hugo is very well managed in A Plague Tale: Innocence, but that does not mean that it cannot be improved. To begin with, a greater depth into the personalities of the protagonists is missed , as well as a greater weight of the secondary ones. This last aspect is especially improvable. The characters we meet simply serve to support the plot, to give it some variety, but you don’t have time to emphasize, to connect with them. Not even the villain appears long enough to know his motivations. More? Perhaps decision making could be included, albeit lightly, to give the feeling that you are part of the story. That would involve the player more.
- Greater introspection in the figures of Amicia and Hugo.
- Secondary characters and villains with greater prominence and weight in the plot.
- Possibility of making a decision -even if it is minor- to involve the player more.
A better sense of progression
Progression was not a central aspect in A Plague Tale Innocence. However, today it is a playable feature that adds depth to the sense of advancement in any title. Why not expand it? In the first game, we were able to improve our slingshot skills, expand inventory capacity, and optimize our stealth ability to make less noise. We could do some looting and crafting, but at a very modest level . In Asobo Studio they could pay attention to this important facet of the gameplay to offer us a more ambitious progression tree, with more systems that – without overwhelming us – give us a greater sense of evolution throughout the adventure. I’m not talking about making an RPG, but I’m talking about inheriting some of its benefits to create a better game.
- More and better options to craft and upgrade equipment.
- Therefore, also a greater possibility of finding materials that encourage exploration.
- A skill tree that, without being too complex, provides a sense of progression.
The need for a Spanish dub
One of the few things that the narrative of A Plague Tale Innocence lacked to delight us one hundred percent was a Spanish dubbing. In the end, having to read subtitles does not allow you to fully immerse yourself in the world and the plot. The title had voices in several languages (English, French and German), but not ours! We forgive you because Focus Home Interactive did not know the scope of the video game then, but today we know that it has been a resounding success, with more than a million games sold worldwide . What do we mean by this? Simple, that for A Plague Tale Requiem we no longer admit excuses . A dubbing in Spanish would allow a much greater enjoyment of the work, more knowingthe good work of interpretation that the actors of the first installment did.
- The incorporation of voices in Spanish would allow a greater immersion in the story.
- If possible, with the actors who dubbed A Plague Tale in English, French and German.
- Improve the voices in the secondary characters, who did not shine at the same level.