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Finally, my hands got to A Plague Tale: Innocence, Games from ASOBO Studios, which I had not heard of absolutely anything, but as it turned out I was familiar with their projects, because they were developing Fuel together with Codemasters. Seeing a trailer at one of the conferences, it was clear that the game did not cause any special emotions. Well, some kind of mid -budget project, although at that time I was hunting for such projects. I believed that in addition to seeks with people and tasks with hordes of rats in the game there will be nothing, but as it turned out nothing more, add only a good plot and everything, the game completely immersed in yourself and for three evenings was successfully passed and returned the feeling when you close the game but do not get off from the feeling that you would like to go back and find out what will be next, where else will it be brought up and what secrets and what secrets are brought It stores the world torn by plague and rats A Plague Tale: Innocence.

We play amias and the boy Hugo for the girl, who run away from the Inquisition on the war, plague and hordes of rats of France. They came from the Knight’s family and did not see any horrors, the daughter grew mainly with her father and masterfully learned to handle the sling, and practically did not communicate with her mother and brother for some plot of important circumstances. And then one day the trouble happened and the heroes were forced to face severe reality, and speaking harsh, I mean directly the concentrated severity of the events that take place compared to which Assassin’s Creed Valhalla will seem to be my little pony, because you see whether you can not rob their culture, but no one with heroes should be respected. He ceremony and in their eyes in the first minutes of the game cut out the whole family and the whole servant, and they show it in a rather cruel manner and children have to take to flight. In order for such scenes to produce more spectacity and cause emotions they are usually shown in contrasts with calm and softer moments. For example, when we find ourselves by the river, Hugo, who, for some plot circumstances, never left the house, sees frogs and rejoices with genuine sincerity, when running past they jump into the water. And here you are sitting and touched by this scene, and after a few minutes you already have to make your way through the field with the troupes of English soldiers and literally follow their bodies. Such moments are very catchy and literally make goosebumps run through the body.

And such scenes are filled almost to the very end, but soon the brain adapts, and if he sees a calm, cute scene, it automatically begins to prepare for a few moments a frightening, shocking scene and later you start to treat them much easier, but facing them at the first time and these impressions remain, literally until the very completion of the game. Plus, this is also played by the fact that we are observing these not on behalf of any warrior, but on behalf of children who are not ready to encounter such horror and whose psychological state will be in a sufficiently shaky position after that. What we can see in some points, but still their goal makes us stoically tolerate all the hardships that have fallen on their shoulders.

As regards gameplay, here we vbetcasino.co.uk have to play a cat mouse with people or solve the tasks of moving with rats, and sometimes both options at once. Consider in more detail each aspect. When playing with people, we will find a standard stealth, in which we bent over the soldier’s backs, hide behind the shelters or in the high grass while they turn away and run to the next. Opponents are not smart and willingly allow themselves to manipulate. We can throw a pot to attract a soldier to a certain area or throw a stone into something that will make a loud noise, usually such objects are politely illuminated so that anyone can realize what needs to be done. Sometimes we find ourselves in the situation when it is not possible to get around at all and at this moment we have to eliminate the enemy, which further emphasizes the degree of cruelty and severity of what is happening in this game, children have to kill. And the scene where amicia first kills a person is also shown cool, as in The Last of us, and moreover, the experiences and her emotional state are shown after that. Well, as in TLOU, we are demonstrated by the hero’s transformation, from the moment where she violates the taboo and commits the first murder, to the moment where the line, which should not be crossed and the murder turns into a banal means of survival and becomes commonplace. This is also reflected in the attitude of Amicia to her brother, because she overcame the line for his sake and she committed all the subsequent actions for him, which reflects her love for Hugo, although they almost never saw herself.

Well, sometimes we have to eliminate the guard standing in the way, which we can do with a sling with a stone, but this action will not go unnoticed by, because the sling, when spinning, is very noisy and your location will immediately go to the guard, and at least sometimes it has to enter into open confrontation, mainly in the presidency, but it is extremely not desirable. Having entered the battle, you must not allow the enemy to the distance of the blow, because you are immediately vanished and vanshot. Despite the fact that the main characters children do not try to catch them, and in an extremely cruel manner they are losing their lives, which also looks rather shocking when the guard approaches and puts the sword in the head of the heroine. So the stealth remains preferable, which is facilitated by various objects created. For example, having encountered a soldier in a helmet, we will not be able to eliminate it with a stone, but by applying Devoratis the helmet begins to burn and he removes it, and then do anything with him. Either somnum, which I used as the last remedy if you are already attacked. Initially, it is presented to you as a means of silently eliminating the opponent, sneaking up from the back, but he also works when the enemy has already brought the sword and is preparing to strike you.

In addition to people, the most dangerous are the ubiquitous rats, a wave blurring in the fields and through the streets of the city. They sweep and eat everything in their path, of course, if you are not next to the light source, because this is the only thing they are truly afraid of. Having made his way to their goal, the heroes have to solve simple tasks to find light sources and movement next to them. Having appeared on the field in front of us, fried fries will be politely placed, though in most cases obesized, but with the help of IGNIFER we can rekindle them and go along the planned path. For mobile transfer of fire, we use torches, or rather sticks that operate a very limited period of time and therefore we need to correctly coordinate our actions in order to quickly reach the desired point. There are also some mechanisms that allow you to clean the path, but it is also done with the help of light. With a large accumulation of rats, you can use Luminosa, which creates a flash and destroys them in the field of application. Passing by you constantly see how their swarm is squeezing behind your back and gradually approaching your legs, you see the consequences of what will happen to you if you still fall into their small but deadly teeth on the example of soldiers who were not lucky to be outside the world.

No one wants to be in the middle of such horror and therefore soldiers are afraid of rats no less than you, which gives us a variety of opportunities to use the elements that threatens you as a weapon against the enemy. Suppose you need to get through the room with the guard and the swarm of rats, we can distract him, but the small rodents will still remain a problem, or we can break his lantern and from a dangerous enemy it will turn into food for the swarm. Plus this will distract them and you can easily be heard between them. A couple of times per game there is a situation when you can save a person from a pack, but is it worth doing if it is your enemy. Such elections do not affect anything except your internal moral compass, but their presence in this story allows you to observe the transformation of both the main character and the player under the control of which she is in an interactive way. Also on the way you can meet people with torches that will not work out to break. In this case, EXTINGUIS will help us, a shell that, like in the Thief series, allows you to extinguish the sources of fire, after which they will also be eager to worry. And when you are surrounded by guards with torches and people with lanterns, and also in addition there are a couple of archers, then the real excitement begins. You need to combine all the shells you have for the correct resolution of the current combat mission. It is necessary to distract opponents from static light sources in order to resort to the help of rats. In order to remain unnoticed, we are trying to divide the detachment, so that they dispersed in different corners and while Roy is doing his job to try to neutralize the other personally, but at the same time gently making his way after shelters, because the archer will kill you from one shot, it is only worth noting you from one shot. Therefore, you need to properly maneuver between the shelters remaining in the shadow, using light sources, to redirect the flock to the place you need. Then politely attract the guard there and break the lanterns for them, so that Roy completes the begun. Fortunately, all the necessary shells can be scraped literally on the move.

The game contains an alchemy mechanic that will help us in the production of ammunition for sling. At first we can use only a standard stone, but during the plot we learn various tricks for the production of a particular mixture. For manufacturing, it is necessary to collect resources like alcohol, sulfur and other chemical elements on locations. These materials are always enough and there are no situations when you cannot make it necessary specifically in this situation, a shell and this is provided that you will not vacuum every centimeter of the location. To transfer more ammunition and make them and the sling is more efficiently present at a small pumping. Having reached the workbench, we can increase the amount of materials transferred, the speed of aiming the sling, reloading speed and other attributes. It worked somewhat strange or I was not careful enough, because to improve it needed a set of tools that did not always find yourself in your inventory when you got to the workbench and it turned out that potential upgrades passed me. In general, pumping performs its minimum functions and makes some variety in the process of gameplay, because it is much better when in an open collision you can quickly aim from the main weapon.

And throughout the game you will be accompanied by an amazing, which sets a chic gloomy atmosphere music. In principle, I adore the sounds of the violin, cello and smuggles, what can I say if I have had an Apocalyptica melody – Path for several years. In most games, the soundtrack organically sounds only in tandem with gameplay, and if you want to listen to it with a separate playlist, he does not reproduce such an impression as during the game. And in such cases, I always identified compositions in which bow instruments were used, it was they who could add lives, humanity or show the gloomy side of what is happening. The strings themselves are like nerves and they can convey the tension hanging in the air and literally tactile tactile.

This is exactly what Oliver Derivier, the French composer, who, as it turned out, had a hand in the soundtrack of many games. His work can be heard, if you believe Wikipedia, already in twenty -seven projects from Obscure to Dying Light 2, which is endlessly pleasing and encourages the desire to certainly get acquainted with its compositions from other games, because in a plague tale: innocence, music simply plays with your feelings, emotions and makes you experience all the voltage and all that voltage and all that one horror experienced by the main characters. Also, sometimes he allows himself to be released, give us a few minutes of peace and fill the moment with sincerity and life, so that then again the sharp movements of the bow is to make the strings tremble in fury like every muscle of amias, which makes his way through the next mortal danger of the surrounding world. And most importantly, it makes sense in it. As in primary classes in music lessons we were included by the sonatas of Beethoven or Bach and demanded to understand some kind of abstract meaning and retell the events described by music. Then we were children and did not even understand some words, not to mention some hidden plan of the composer of the eighteenth century. And now I don’t really succeed in doing this, but having seen the images backed up by the musical composition in the game, closing his eyes and including the playlist in my head, the images and stories told by the language of music surfaces.

Summing up I would like to say that for the first time in a few years I have received such pleasure from a single, plot passage of the game. For those three evenings that I spent on it, I watched with interest the events and sincerely worried about the characters, both main and secondary. Satellites, found in the course of passage, although they had typical archetypes like pitching or cunning thief, but partly from this you quickly get used to them and begin to empathize, and in moments of separation you feel like a person who is close to you. Once again, turning off the game, you go to bed with your thoughts that you again want to return to that world as soon as possible and find out where the hard heroes will bring once again, what events will fall to their lot and wait for a happy ending at the end. Thinking about this, you forget about the minuses, which, as in any project, are undoubtedly present. Sometimes mechanics do not work to the end and the game does not act in the frames of the rules by which it should work mainly for interaction with rats, sometimes you can get confused and in a critical situation to use the wrong object or do the wrong action, although the second is possible my problem as a not too skilled player. Nevertheless, this did not stop getting a lot of positive and not very impressions and enjoy the game that returned me to the taste for single, plot adventures.

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