Resonance: A Plague Tale Legacy attempts to forge a new path for the series, moving away from its signature rat swarms into more ancient, unexplored horrors. While this prequel introduces a different protagonist, Sophia, and a new cast of supporting characters, these changes, alongside a shift to melee combat, do not entirely capture the magic of its predecessors. The game offers a 12-hour campaign that, despite its flaws, still presents entertaining puzzles, gorgeous environments, and moments of tense stealth.
The third-person adventure follows a familiar structure, guiding players through combat arenas and puzzle rooms with a companion. Resonance replaces Hugo and Amicia with Sophia, a supporting character from A Plague Tale: Requiem, and largely substitutes stealth mechanics for third-person melee combat. An option to disable puzzle hints, which automatically reveal solutions, is available and recommended for a more engaging experience.
While the story is a strong point, it doesn't quite reach the heights of earlier titles. What begins as a treasure hunt evolves into a doomsday scenario echoing themes from Innocence and Requiem, but with less developed characters. Sophia, previously a flat character, receives more depth, though her arc is notably absent, leaving her fundamentally unchanged despite her harrowing experiences.
The game's narrative shines brighter when exploring the ancient history at the heart of Sophia's treasure hunt. Flashbacks reveal the mysteries of a long-dead civilization, offering more compelling twists and dialogue than Sophia's personal journey, at times making her feel more like a sidekick than the central figure.
Supporting characters, such as the pickpocket Leni and the pirate captain Faro, also struggle to leave a lasting impression. Despite significant screen time, they fail to build meaningful connections, a stark contrast to the crucial relationship between Hugo and Amicia in previous games. Faro's humor and appearance do provide some levity, but it isn't enough to compensate for the lack of character development.
The most significant departure in Resonance is the emphasis on direct combat. Players are tasked with parrying, dodging, and engaging enemies with a sword, a stark contrast to the series' usual stealth-focused approach. These combat encounters are described as shallow, repetitive, and sometimes sloppy, featuring basic attacks and a limited variety of enemy types. The scarcity of depth in combat makes these sections a chore, with players often eager to return to the puzzles and story.
While a skill tree offers perks to slightly improve combat efficiency, these upgrades are modest and do not enhance the entertainment value. Some upgrades even serve to neutralize new mechanics, such as the ability to parry previously unblockable attacks, further simplifying combat.
The game's puzzles offer a welcome respite from combat, featuring the series' signature light-manipulation challenges. Though many are simple light-reflecting puzzles, they are enjoyable and reminiscent of Indiana Jones-style clue-gathering. These puzzles are a significant step up from the combat, though they do not reach the complexity of those found in earlier Plague Tale titles.
Later sections of the game introduce new dangers that necessitate returning to stealth and evasion. These segments, which involve using light to overcome new threats, feel more original and exciting than the standard combat, effectively recapturing the series' knack for creating terrifying situations. Despite the continued presence of less engaging combat encounters, these high points demonstrate what the Plague Tale games do best.