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Why did the game resonate with fans? How many new features does the sequel need to justify another price tag? Should anything be changed at all? How do you make something fresh while retaining the identity established in the first release?<\/span><\/span><\/p>\n<p><span style=\"font-weight:400; font-variant:normal; white-space:pre-wrap\"><span style=\"font-style:normal\">These are the questions developers constantly ask themselves while making a game. The road to publishing a project is full of pitfalls, and it\u2019s easy to lose the path.\u00a0<\/span><\/span><\/p>\n<p><span style=\"font-weight:400; font-variant:normal; white-space:pre-wrap\"><span style=\"font-style:normal\">Asobo Studios, the creator of the Plague Tale series, seems to be navigating these challenges effectively, smartly building atop the foundation laid by A Plague Tale: Innocence and sticking to what we want more of \u2013 another riveting story. Sure, there are updates to gameplay (most notably combat features), but I loved the first game because of the protagonist Amicia and her journey protecting her younger brother Hugo. And that\u2019s precisely where A Plague Tale: Requiem begins. <\/span><\/span><\/p>\n<article class=\"embedded-entity\">\n<div class=\"file file--type-image file--mimetype-image-jpeg file--view-mode-body-default-rendered\">\n<div class=\"content\">\n<div class=\"field field--name-uri field--type-file-uri field--label-hidden gi5-uri gi5-file-uri field__item\"><img decoding=\"async\" src=\"https:\/\/www.gameinformer.com\/sites\/default\/files\/styles\/body_default\/public\/2022\/08\/25\/efb0c213\/a-plague-tale-requiem_screenshot_10-5923edc46f06d9edae3b.jpg\" typeof=\"foaf:Image\" alt=\"\" class=\"image-style-body-default\"\/><\/p>\n<\/div><\/div>\n<\/div>\n<\/article>\n<p><span style=\"font-weight:400; font-variant:normal; white-space:pre-wrap\"><span style=\"font-style:normal\">Following the events of Innocence, the siblings once again find themselves on the run, but this time, they\u2019re searching for refuge on a mysterious island off France\u2019s coast.\u00a0<\/span><\/span><\/p>\n<p><span style=\"font-weight:400; font-variant:normal; white-space:pre-wrap\"><span style=\"font-style:normal\">My demo begins early in the game, during a chapter called A Burden Of Blood. The rat plague has disappeared, but Hugo\u2019s affliction, which I won\u2019t detail due to spoilers, is causing him to experience seizures. Amicia and Lucas, a young character from the first game who is adept at alchemy, must harvest Nightshade to stop the convulsions. <\/span><\/span><\/p>\n<p><span style=\"font-weight:400; font-variant:normal; white-space:pre-wrap\"><span style=\"font-style:normal\">There\u2019s an herbalist outside the town\u2019s walls, but the pair must quickly cut through the Butcher\u2019s District to meet him. Upon arrival, the district\u2019s populace is under attack from an unlikely source. Rather than protecting the city, Amicia and Lucas surprisingly discover soldiers \u2013 the very ones meant to protect the town \u2013 killing the townsfolks in the streets. No one is allowed in or out of the gates.<\/span><\/span><\/p>\n<p><iframe allow=\"autoplay\" allowfullscreen=\"true\" src=\"https:\/\/players.brightcove.net\/694940074001\/rydylbNsz_default\/index.html?videoId=6311040621112\"><\/iframe><\/p>\n<p><span style=\"font-weight:400; font-variant:normal; white-space:pre-wrap\"><span style=\"font-style:normal\">But Hugo needs medicine quickly.\u00a0<\/span><\/span><\/p>\n<p><span style=\"font-weight:400; font-variant:normal; white-space:pre-wrap\"><span style=\"font-style:normal\">As you might expect, swarms of rats eventually enter the scene, creating a breeding ground for clever logic puzzles and tense stealth moments. Much like the first game, A Plague Tale: Requiem features rewarding puzzles requiring you to avoid rats via torchlight. But everything serves the larger narrative. When I fail a challenge, I feel like I\u2019m letting down the characters on screen. I\u2019m heavily invested in Amicia and Hugo\u2019s lives and want them to find happiness.<\/span><\/span><\/p>\n<p><span style=\"font-weight:400; font-variant:normal; white-space:pre-wrap\"><span style=\"font-style:normal\">But I\u2019m not naive \u2013 I know whatever lies ahead for these characters is indeed grim, and I can\u2019t wait to see what\u2019s in store when Requiem releases on October 18. <\/span><\/span><\/p>\n<\/div>\n<p><br \/>\n<br \/><a href=\"https:\/\/www.gameinformer.com\/preview\/2022\/08\/25\/rat-at-it-again\">Source link <\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p>A video game sequel is hard to create, especially if the previous game was a commercial success. Why did the game resonate with fans? How many new features does the sequel need to justify another price tag? Should anything be changed at all? How do you make something fresh while retaining the identity established in [&hellip;]<\/p>\n","protected":false},"author":3,"featured_media":29969,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"fifu_image_url":"https:\/\/www.gameinformer.com\/sites\/default\/files\/styles\/thumbnail\/public\/2022\/08\/25\/efb0c213\/a-plague-tale-requiem_screenshot_10-5923edc46f06d9edae3b.jpg","fifu_image_alt":"","footnotes":""},"categories":[567],"tags":[],"class_list":["post-29968","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-featured-news"],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v27.7 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>A Plague Tale: Requiem Preview - Rat At It Again - Gaming News<\/title>\n<meta name=\"robots\" content=\"index, follow, max-snippet:-1, max-image-preview:large, max-video-preview:-1\" \/>\n<link rel=\"canonical\" href=\"https:\/\/pley2win.com\/?p=29968\" \/>\n<meta property=\"og:locale\" content=\"en_US\" \/>\n<meta property=\"og:type\" content=\"article\" \/>\n<meta property=\"og:title\" content=\"A Plague Tale: Requiem Preview - Rat At It Again - Gaming News\" \/>\n<meta property=\"og:description\" content=\"A video game sequel is hard to create, especially if the previous game was a commercial success. 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