A Plague Tale 3 Needs a Cinematic Franchise Rat Feature

A Plague Tale 3 Needs a Cinematic Franchise Rat Feature

As someone who has spent countless hours navigating through the dark and foreboding world of A Plague Tale, I can’t help but feel that the series has been scratching just the surface of its potential. While stealth has been the backbone of the gameplay experience, it would be a delight to see a third installment that finds a balance between the strategic prowess of Innocence and the adrenaline-pumping chase sequences of Requiem.


Given that both A Plague Tale: Innocence and A Plague Tale: Requiem heavily emphasize stealth, it could be intriguing to see a third game explore a blend of these two styles. Completely abandoning stealth would likely not work well since it’s the core mechanic of the series, but introducing new elements that complement stealth without overpowering it could add depth and variety to the gameplay experience. While there are aspects of Requiem that have greatly enhanced the franchise, a return to some of the mechanics from Innocence might be beneficial for the third installment, especially since they offer distinct gameplay experiences. However, it’s important to remember that both games have their unique qualities and incorporating elements from both could result in an engaging and dynamic gaming experience.

The ability to sneak under carriages when lying down significantly enhances the stealth aspect of Requiem, making it more appealing. However, over-reliance on aggressive tactics might hinder its progression and detract from what made the original game unique. It would be intriguing to see Asobo or another developer refine A Plague Tale by striking a balance between these two elements. Ideally, they should focus on enhancing the gameplay aspects that work well while trimming unnecessary parts. In this way, a third installment could bring back the cinematic chase sequences from Requiem where Amicia de Rune outruns an unstoppable horde of rats.

A Plague Tale’s Chase Sequences are Underrated and Underutilized

The sequel, Innocence, has fewer self-contained chase scenes compared to the original, but the ones it does have are more noticeable in Requiem. These sequences lend a feel reminiscent of the Uncharted series when it comes to escaping from hordes of rats. To emphasize the sequel’s technological advancements, the camera often races ahead of Amicia during these chases, allowing players to witness the towering wave of beady eyes pursuing her that swallows everything behind her, leaving nothing but destruction in its wake.

These brief pursuits offer an exciting change from the usual stealth gameplay, providing a thrilling contrast that’s both enjoyable and surprising. They effectively transform rats, which are usually depicted as dormant and harmless, into intimidating and overwhelming creatures. Over time, casually waving a torch near them has become routine and unchallenging in the sequel. The chases successfully break this monotony, and it would have been great to see more of these exciting sequences throughout the game.

Indeed, while Requiem introduces a more aggressive style of combat, it’s worth noting that this gameplay shift primarily focuses on human adversaries. However, the truly remarkable and distinctive aspects of A Plague Tale are not found in this area.

A Plague Tale’s Next Game Needs to Indulge in Rats as a Set Piece

In my perspective as an ardent fan, A Plague Tale would lose its charm if it solely revolved around rats. However, having numerous human adversaries in such a series might not be the best choice either, given their lack of novelty. What truly makes A Plague Tale stand out are the sequences where both rats and human enemies come into play. This allows players to manipulate environments and make enemies vulnerable to rats, adding an extra layer of strategy. The chase sequences, on the other hand, provide a refreshing change from the norm, offering a pace that the series needed and potentially paving the way for even more exciting developments in the future of this franchise.

In the game Requiem, the most distinct human interaction stands out as when an injured Amicia must evade and escape from the Count. However, dodging rats and observing them swarm through the surroundings like a colossal collective consciousness is more entertaining and lasting. The disadvantage of these pursuits lies in their infrequency, for they would quickly consume anything left behind during their relentless passage.

It’s logical for players to encounter rats frequently in underground settings such as dungeons, but if chases happen on the surface, the studio should consider areas that might become rat-infested. In the third game of “Plague Tale,” there must be chase sequences, given its focus on rats as carriers of the plague. It would be engaging if these sequences featured rats pursuing the protagonist in a dramatic way similar to before.

Read More

2024-10-01 00:04