Gaming Respawn

Resonance: A Plague Tale Legacy Review

There are few games that have impacted me as much as the Plague Tale series, so I’ve been eagerly awaiting Resonance: A Plague Tale Legacy ever since it was announced. I instantly fell in love with protagonists Amicia and Hugo de Rune, and that love for them only grew as I experienced their story over the course of two games. So, as much as I was looking forward to Resonance, I was worried that it wouldn’t feel like a Plague Tale game without the de Rune siblings in the spotlight.

For the first few chapters, it didn’t. It felt more like I was playing an Uncharted or Tomb Raider game with all the exploration, treasure-hunting, and puzzle-solving, but as the story unravelled, and familiar themes and plot devices began to crop up, I was hooked. It didn’t have quite the same emotional impact as the second game, but that was to be expected. By that point, I had spent two full games with Hugo and Amicia. That said, Resonance didn’t disappoint. I actually really enjoyed it.

 

Story

Set fifteen years before the events of the original games, Resonance tells the story of a young plunderer named Sophia. If you’ve played A Plague Tale: Requiem, you’ll recognise Sophia as one of the supporting characters who helped the de Runes throughout their journey. Despite being an interesting character, Requiem didn’t really have the opportunity to flesh Sophia out, so she didn’t leave much of an impression on me. I’d actually forgotten about her until Resonance was announced, so I enjoyed the opportunity to learn more about her character and her connection to the Macula.

The game begins with Sophia sharing her story with someone – we don’t find out who until the very end, but if you’ve played the other games, you can probably guess who she’s talking to. We first meet Sophia as a young child living in a convent after her mother sent her away to keep her from following in the footsteps of her smuggler father. Sophia’s father manages to track her down and rescue her but not before the convent subjects her to several experiments, leaving her suffering from nightmares and visions of a monster, an island, and an ancient Minoan hero with whom she shares some sort of bond.

Several years later, Sophia and her friend, Leni, make their way to the island from her visions in search of treasure and, more importantly, answers. As they explore the island and Sophia’s visions grow stronger, she starts to learn more about the Minoan warrior from her dreams while uncovering the truth behind the island’s dark history and the monster that resides there. This creates an interesting narrative that shifts between Sophia in the present and the Minoan warrior in the past. The past unravels slowly rather than all at once, making the story feel compelling throughout.

 

Combat

I think that one of the main reasons that Resonance initially felt so removed from the franchise is how different the gameplay feels.

Utilising light is still key, but where Amicia relied on stealth and her trusty sling, Sophia is a much more capable fighter, leading to some smooth, fast-paced action. While I enjoyed the stealth elements of the previous games, I didn’t mind this more combat-heavy approach. It was actually a lot of fun and really highlighted the differences between the two protagonists. Sophia learned to fight at a young age, and her skill is obvious in her fighting style – honestly, she’s brutal.

The combat is simple, but it’s fluid and responsive. It’s the kind of combat that’s easy to learn, with a relatively forgiving window for parrying. On normal mode, at least. If you opt for story mode, blocking and parrying are automatic. You earn Resonance points through exploration and by defeating enemies, and you can use them to unlock nodes on Sophia’s skill tree to improve her proficiency in different areas. You can also find a number of swords and accessories, each of which provide different buffs or abilities.

 

Puzzles and Exploration

So, we’ve established that Sophia can fight, but as a smuggler, she’s also light on her feet, and the gameplay reflects that. She has to run, jump, and grapple her way across gaps and traps to make her way deeper into the island. Like the combat, this all felt really smooth; so, I liked the platforming elements.

The other main area of gameplay worth mentioning relates to the puzzles. There are a lot of them. I’ve already mentioned that they gave me Tomb Raider or Uncharted vibes, and that’s not a bad thing. The problem was that they’re not particularly difficult and can be repetitive. This makes sense from a plot standpoint because the reason Sophia can get further than anyone else is that she holds the key to the island – a metal sphere with multiple uses – but it doesn’t lend itself to the most diverse gameplay. There is some variation, but most of the puzzles involve directing light into a specific point to open a way forward or inputting the correct symbol into a pedestal.

 

A Different Plague

The original Plague Tale games feature a plague very much characterised by the appearance of rats. They’re not the root cause – the Prima Macula is – but they’re the main weapon the Macula uses to spread the disease. In Resonance, the plague takes a different form, though the Macula remains the root cause. Rather than manifesting through endless swarms of rats, this particular plague expresses itself through one giant, organic creature that is just as deadly.

Much like the rats, this creature has a real aversion to light, and in many ways, it’s a lot harder to deal with. You can try and sneak past it, being careful not to move too quickly because this creates a trail of blue light that instantly draws its attention, but the creature is relentless. If there’s some light available, Sophia can harness her trusty sphere to divert the rays into a powerful beam that staves the beast off.

 

Final Thoughts

Resonance: A Plague Tale Legacy manages to find a near-perfect balance between delivering something fresh and retaining the key themes and elements that make the series great. From a gameplay standpoint, Sophia is a very different character compared to Amicia, so it was fun to have a more combat-orientated experience. I do wish we were given the opportunity to explore her relationships a little more, though. I enjoyed the supporting cast of characters, but I didn’t feel they had quite the same impact as the relationships in the previous games. They’re clearly important to Sophia, but it’s her story. The original games told the story of the de Rune siblings, so their relationship was always the focus.

Was Resonance needed? Possibly not. I think after the post-credits scene in Requiem, a lot of players wanted to see a sequel that explores the Macula awakening in a more modern-day setting rather than a prequel that doesn’t actually move the story onwards. I am glad we got it, though. Not only does it provide greater context and insight into Sophia’s character and the Macula itself, but it’s a lot of fun. A must-have experience for fans of the franchise.

Developer: Asobo Studio

Publisher: Focus Entertainment

Platforms: PlayStation 5, Xbox Series X/S, PC

Release Date: 27th August 2026

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