Asobo Studio's Resonance: A Plague Tale Legacy departs significantly from its predecessors, trading the stealth-driven gameplay and iconic rat hordes of Innocence and Requiem for a more action-oriented adventure. This prequel, set fifteen years before the original games, centers on Sophia, a young member of a group of plunderers searching for treasure on a mysterious island.

The game introduces a new protagonist in Sophia, portrayed by Anna Demetriou, who is not yet the seasoned smuggler seen in later installments. Her quest is driven by visions of a mysterious island, the site of her father's demise and the target of her adoptive family's treasure hunt, led by Faro, played by Benjamin Homewood. The narrative opens with vignettes from Sophia's youth, interspersed with combat tutorials that introduce parry, dodge, light, and heavy attack mechanics.

While Resonance introduces some satisfying combat flourishes, such as grappling hook pulls and impactful kicks, the overall combat system is described as a departure that may alienate long-time fans. The stealth mechanics that defined earlier Plague Tale titles, allowing for clever distractions and the strategic use of rats, are replaced by a more standard action combat loop that is found to be less compelling and often a chore. These combat encounters are largely segregated from puzzle sections, leading to a disjointed gameplay flow.

Once Sophia and her companion Leni (Lisa Delamar) reach the mysterious island, the focus shifts away from combat towards exploration and puzzle-solving, drawing clear inspiration from franchises like Tomb Raider and Uncharted. Navigating semi-open areas, deciphering journal entries to uncover Minoan ruins, and solving environmental puzzles are highlighted as more engaging aspects of the gameplay. These puzzles involve manipulating objects to find paths through the island's labyrinthine depths, inspired by the myth of the Minotaur.

Resonance introduces distinct gameplay modes: combat, exploration, puzzle-solving, and cinematic chase sequences. However, these modes rarely blend, contributing to a choppy experience. Even the stealth sections, where Sophia must sneak past enemies, are described as constricting due to Sophia's limited approach options, unlike the more flexible stealth in previous games. The game also incorporates classic 'monster chase' segments, reminiscent of Innocence and Requiem.

A more successful innovation is the game's handling of time. Sophia experiences visions of a soldier named Theseus navigating the island's trials during its prime. These flashback sequences provide narrative depth and a visual respite from the repetitive gameplay loop. While Theseus's gameplay mechanics mirror Sophia's, the shift in time and setting revitalizes the experience, showcasing the island's past in its