A Plague Tale: Innocence
Lots of (positive) things have been written about this game already, so I'll try to keep it short (for my standards ;)).
I loved:
Graphics, characters, voice-acting (played in English), soundtrack
I was of two minds about:
Gameplay - it was fun in some instances, where you got a glimpse of its potential, but in general I found it much too limiting, due to the linear nature of the game and the story-telling always taking priority over everything else, and also too inconsistent, with regard to e.g. when it allows you to sprint and when it takes away that option for no good reason; sometimes it let's you roam freely in small areas, but too often it expects you to execute that one solution it had planned for you, and it either holds your hand or is very obscure about what that is, which can lead to boredom and/or frustration.
Crafting - while it could feel rewarding to loot materials and craft upgrades, I feel it did not really fit the linear style of the game; I found that in the end I cared more about finding all the materials than being truly engaged in the story and living the suspense. It's the same thing I've always critized about games like Spec Ops: The Line. IMO, it just doesn't work to want to tell an exciting linear story and have the players do busywork like finding crafting resources and collectibles in areas they know they will never get a chance to return to. Also, crafting was somewhat slow and restricted in the beginning because it was gated by the requirement of workbenches and tools, and then when it finally took off, the game was almost over already. Then again, most of the crafting options weren't all that important anyway (I feel like the only one that *really* made a difference was being able to shoot off helmets with your slingshot)
Story - I enjoyed most of the character interactions, the character developments (even though they were a bit uneven and weird in part), the general setting and plague/rats idea (even though it was pretty disgusting and it actually gave me a few nightmares), and I thought it interesting how much it resembled Brothers: A Tale of Two Sons, not just for the sibling characters but their journey through landscapes/scenarios of death; I didn't care that much for the general plot though, the villains were rather one-dimensional and there wasn't much of a mystery here either
Checkpoint system - most of the time a non-issue, but occasionally very frustrating, especially since it does not save the crafting resources you picked up so you have to collect them all again on top of everything else, if you make a misstep
I didn't like:
Boss fight(s) - showcasing everything I said about the bad part of gameplay above; they required you to follow patterns or instructions it hinted at, instead of giving you choices on how to cleverly use the game mechanics; and following the patterns was tedious and boring
Limited resources - it's bad enough that you can't return to previous areas and collect stuff you missed, which is understandable given the game's focus on story-telling, but making the throwables dependent on the same crafting resources as upgrades discouraged me from getting creative with them even more. I never tried to find the coolest solution to a situation, but always the most economic one, saving as much throwables as possible so I wouldn't waste resources I might need for upgrades at the next workbench. No fun.
All in all, I liked it well enough, but I was also a bit disappointed and frustrated with the restrictive gameplay from time to time, or - for a a game focused on story-telling - with the simplicity of the plot and the game mechanics that distract from it (like crafting with limited resources that you have to collect). In the end I guess I didn't love it as much as all the praise made me expect I would (or should).
Post edited February 15, 2024 by Leroux