Отправляйтесь в путешествие вместе с Амицией и ее младшим братом Гуго. Преследуемые Инквизицией и ордами крыс, дети пытаются найти свое место в жестоком мире средневековой Франции.
1349 год. Черная смерть опустошает Францию. Амиция и ее младший брат Гуго спасаются от Инквизиции в разоренно...
Отправляйтесь в путешествие вместе с Амицией и ее младшим братом Гуго. Преследуемые Инквизицией и ордами крыс, дети пытаются найти свое место в жестоком мире средневековой Франции.
1349 год. Черная смерть опустошает Францию. Амиция и ее младший брат Гуго спасаются от Инквизиции в разоренном чумой краю. Чтобы уйти от погони и огнем и светом разогнать полчища крыс, героям придется объединить силы с другими подростками. И только узы дружбы помогут им преодолеть немыслимые ужасы, которые ждут их на пути.
В борьбе за жизнь... нет места невинности.
…come on, I found myself during my gameplay feeling like Amicia, the mad sling killer. After her first kill she feels regrets and dirty, and five minutes afterwards she is just headshooting everybody? 😆
So yeah, the sling mechanic is broken. Amicia wouldn't behave like that in such an exaggerated killer manner. It would have been nice to have some kind of punishment mechanic for killing when unnecessary.
But anyway, the story is great and you should really play this game. And graphics/art are just amazing. Game looks astonishing.
The good parts are the story and the art work. It looks like Europe in the late Middle Ages with a little license in Amicia's clothing. The voice acting is good. Hugo and Amicia seem plausible as brother and sister.
The not so good part is the mechanics. On an I7 8 core 2.9GHz desktop, 16 GB RAM with a Radeon RX 550 graphics card and 4 GB of RAM the game was sluggish. It was impossible to adjust the mouse sensitivity to a low enough level without taking the resolution down to 720P and adjusting the "camera" settings to their lowest possible levels. Even then mouse response was problematic.
Since the combat requires precise positioning of your character, the controls make the random number generator a big factor in the game. Another thing I thought could have been improved was the total lack of visibility in most of the areas where you have to sneak through and/or have combat. This meant that the only way to plan a route was by dying multiple times till you discovered all of the surprises. Also, when NPCs ambush you they always appear facing you regardless of the direction from which they come. It requires a, pun intended, brute force approach to strategy. The puzzles that involved positioning things suffered from the same visibility problem. It's like playing basketball or soccer with hood on.
My real frustration came from the final boss battle. I ended up solving it by watching a couple of videos and making a list of cues from the boss's dialogue. Even after making a complete set of notes it took me 45 minutes to complete the battle because of micro positioning errors.
If the mouse and arrow keys were implemented better the game would have been a lot more fun. In addition to the precision problems, a fair number of critical actions required 3 or 4 key chords. I'm a lifelong touch typist and play the guitar and found some of the stretches a bit challenging.
I have a very special feelings towards AA third-person games, that pop up from time to time. I loved Remember Me - a game almost nobody remembers about. Then came Senua and I loved it even more. And I thought it will be the same with Plague Tale, but the longer I played it, the more I realised how flawed it is.
At the begining it seemed fresh and original and after first session with the game - which took about 2 hours - I rated it 8 out of 10. Deeper into to the game I realised it's more of a 7 out of 10 production and it was fine by me, I still liked it, but one of the bigger issues started to emerge: inconsistency between the game's subject, it's overall mood and the gameplay, which is completly out of place and at times just ridiculous. This issue gets more and more apparent towards the end of the game.
The game was definitely rushed - the story falls apart near the ending, many things are left unexplained and it is completely unsatisfactory. I finished the game because I told myself that I will - I don't want to have to many games unfinished - but the final hours with it were just frustrating.
I reached for this game because it seemed like another ambitious and original AA project with very alluring setting and it is all these things, but something went wrong with the execution. I think the developer eithere didn't have enough ideas to make gameplay more relevant or they lacked courage. Personally, I rate this game 6+ / 10 and I don't recommend it.
I agree with most of the other reviews that this is a really good game, but it's not a great game.
It gets 5 stars for:
(a) the story
(b) voice acting
(c) the graphics & sound
(d) the controls
(e) upgrades at workbenches
But serious defects in game design and gameplay cost it 2 stars in my opinion.
The following three things nearly killed the game for me:
(1) It's not truly an open game world. It's a disguised "rail game".
This is the game's biggest flaw. Every single level has many places you can plainly see and should be able to reach, but you can't. Whether it's climbing behind a wall for cover in a village, or climbing a barrel to reach an open 2nd story window in a house, or going off the main trail in forests to use trees and bushes for cover, every single level is full of places that you can plainly see but you can't reach due to artificial, invisible barriers. There's initially the illusion of options, but in reality the game designers give you a very limited (often only one) path through any given level.
(2) Monotonous gameplay.
This game rehashes the same handful of basic scenarios over and over and over... Although they're packaged in different locations, different number of NPC's to avoid, more/less rats, it's basically the same thing through the whole game.
(3) Game needs quick save feature.
Yes checkpoints are relatively generous. But if you're going to force players down a very limited number of predetermined paths on each and every level, then at least give the player the choice to do a quick save when needed. It's just plain frustrating to distract and sneak pat the same guard 10 times because the game designers force you on a specific path through each level. If not a quick save, then at least a checkpoint every time an NPC is avoided.
It succeeded on story, but failed on stealth and gameplay.
Stealth games with great stories that deserve 4-5 stars include Thief, Splinter Cell, Dishonored, Hitman and Metal Gear Solid.
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Последние 30 днейПоследние 90 днейПоследние 6 месяцевЛюбыеПосле выходаВ период раннего доступа
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