Game review

Resonance: A Plague Tale Legacy Review

7.5 / 10

Developer
Asobo Studio
Publisher
Focus Entertainment
Released
27 August 2026
Platforms
PC
Genre
Action-Adventure
Monetisation
Premium
Players
Singleplayer only

The short version

Resonance: A Plague Tale Legacy is a prequel that takes a genuine risk: rather than repeating Amicia and Hugo's rat-infested stealth formula, Asobo Studio hands the spotlight to Sophia, a supporting character from Requiem, and rebuilds the gameplay around aggressive melee combat and Greek-mythology-tinged puzzle exploration instead. The result is visually and musically among the strongest entries in the series, with Olivier Deriviere's score and Minotaur Island's ancient ruins drawing consistent, specific praise, but the shift comes at a cost. Characters introduced to carry emotional weight, especially Sophia's companion Leni and the morally complicated Faro, are widely reported as underdeveloped compared to the tight, two-game arcs the series built for Amicia and Hugo, and the game leans so heavily on late-game light-and-mirror puzzle mechanics that several reviewers describe genuine puzzle fatigue by the finale. It's a shorter, differently-shaped experience than its predecessors, roughly ten to twenty hours depending on completion goals, and one that clearly divides longtime fans between those excited by the series expanding its scope and those who miss what made the Amicia-Hugo saga work in the first place.

Biggest strengths

  • Olivier Deriviere's score is repeatedly singled out as some of the best music in the series, elevating scenes well beyond what the visuals or writing alone achieve
  • The Theseus/Minotaur dream sequences stand out as some of the most visually striking and memorable sections in any A Plague Tale game
  • Combat and traversal borrow effectively from genre touchstones like Uncharted and Prince of Persia, giving Sophia's more aggressive playstyle real mechanical texture

Biggest weaknesses

  • Supporting characters introduced to carry emotional stakes, particularly Leni and Faro, are widely described as underdeveloped, blunting the impact of their deaths
  • The game leans heavily on repetitive light/mirror/sphere puzzle mechanics in its final act, with several reviewers reporting genuine fatigue by the finale
  • Combat is criticised as insufficiently threatening, with many enemy types reduced to simple, repeatable takedowns rather than the tense encounters of earlier games

Who it's for: Longtime A Plague Tale fans open to a genre shift toward action-adventure combat, and newcomers who enjoy narrative-driven puzzle exploration in the vein of Uncharted or Tomb Raider.

Our recommendation: Recommended, particularly for series fans willing to accept a different kind of game, though those specifically attached to the stealth-and-rats formula of Innocence and Requiem may want to wait for a discount.

7.5 / 10

Resonance: A Plague Tale Legacy is Asobo Studio's prequel to its acclaimed Innocence and Requiem duology, set fifteen years before Requiem and following Sophia, a character audiences met only briefly in that earlier game. With 1,339 reviews sitting at 92% positive, it's clear the studio's willingness to take a real formula risk, trading rat-swarm stealth for aggressive melee combat, has largely paid off, even as the review sample makes clear exactly where that risk didn't fully land.

A deliberate break from the series' stealth identity

Where Innocence and Requiem built their identity around Amicia's slingshot, hiding from patrols, and the ever-present threat of the rat swarm, Resonance restructures its gameplay almost entirely around Sophia's aggressive combat style: swordplay, parries, dodges, and finishing moves that multiple reviewers compare directly to Uncharted or the Arkham series. Several point out this wasn't really optional, since the story is set before Hugo's condition and the rats that defined the earlier games' central threat, so Asobo needed a genuinely different hook rather than forcing a diluted version of the old one. As a creative decision, it's consistently credited as bold and, for the most part, well executed, even by reviewers who ultimately prefer the older formula.

Music and visuals carry real emotional weight

The most consistently, specifically praised element across the entire review sample is Olivier Deriviere's score, with multiple reviewers independently ranking it among the best game music they've heard recently, in some cases explicitly placing it alongside composers like Mick Gordon and Jesper Kyd. Visually, Minotaur Island's ruins, labyrinths, and lighting are repeatedly singled out as some of the strongest environmental art in the series, and the Theseus dream sequences in particular draw specific, enthusiastic praise as visually distinct standout sections. Technical performance is also unusually clean for a 2026 release, with numerous reviewers, including several playing on Steam Deck OLED and ROG Ally handhelds, reporting no crashes, stutters, or meaningful frame drops.

Underdeveloped characters blunt the emotional beats

Where the series previously excelled, building deep, two-game emotional arcs for Amicia and Hugo, Resonance struggles within a single, shorter game. Leni, Sophia's close companion, and Faro, a morally ambiguous father figure turned antagonist turned ally, are both repeatedly described as introduced too quickly and developed too thinly for their eventual deaths to land with real weight. One detailed reviewer describes feeling almost nothing at Leni's death despite the game clearly intending it as a gut-punch moment, directly attributing this to insufficient setup time compared to how the earlier games built relationships across their full runtimes. This isn't a universal complaint, several reviewers do connect with Sophia's journey and find the Greek mythology framing genuinely fresh, but it's consistent enough across the sample to treat as a real structural weakness rather than a one-off gripe.

Combat that some find undercooked

A second recurring criticism concerns combat depth specifically. While the new system is functional and reasonably enjoyable in the moment, several reviewers describe most enemy encounters as insufficiently threatening, reducible to repeated button-mashing regardless of an enemy's apparent armour or size, with bosses singled out as a particular weak point. This sits in tension with the praise for Sophia's moveset itself; reviewers generally like how combat feels to execute, they just wish the game gave them more meaningfully difficult encounters to use it against.

Puzzle fatigue by the finale

The exploration and puzzle-solving side of Resonance draws warmer reception early on, several reviewers specifically enjoy the light, mirror, and route-memorization puzzles introduced across the game's first half, but a clear pattern emerges of that goodwill eroding by the final act. Multiple reviewers independently describe growing exhausted with an over-reliance on the same sphere-and-light mechanic stretched across too many late-game sequences, a structural pacing issue that several tie directly to the game's decision to lower its difficulty near the end just to reach the story's conclusion. Collectibles draw a similar complaint: the sheer number of missable resonance fragments and past/present collectibles is described by more than one reviewer as actively distracting from the story rather than rewarding exploration.

A shorter game at a comparable price

Value is the most consistently divisive theme in the sample. Completion times cluster around ten to twenty hours depending on difficulty and collectible-hunting, noticeably shorter than either Innocence or Requiem, while the asking price sits at or above what those earlier, longer games cost. Several reviewers explicitly flag this mismatch as the reason they'd recommend waiting for a sale rather than buying at launch price, even among reviewers who otherwise enjoyed the game significantly. Others push back, arguing the tighter runtime suits the more linear, story-focused structure Asobo was going for, and that judging it purely on hours-per-dollar misses what the game is actually trying to do.

Final Verdict

Resonance: A Plague Tale Legacy is a genuinely ambitious prequel that earns real credit for not simply repeating what came before, its music and Theseus sequences alone justify checking it out for series fans. Where it falls short is in the character work and pacing that made Innocence and Requiem so memorable in the first place: Leni and Faro needed more room to breathe, and the back half leans on puzzle mechanics past the point of diminishing returns. It's a good, sometimes great, action-adventure with a shorter, pricier package than its predecessors, best appreciated by fans willing to meet Asobo's new direction on its own terms rather than expecting more of the same.

Pros and cons

Pros

  • Olivier Deriviere's score is repeatedly singled out as some of the best music in the series, elevating scenes well beyond what the visuals or writing alone achieve
  • The Theseus/Minotaur dream sequences stand out as some of the most visually striking and memorable sections in any A Plague Tale game
  • Combat and traversal borrow effectively from genre touchstones like Uncharted and Prince of Persia, giving Sophia's more aggressive playstyle real mechanical texture
  • Technical performance is unusually clean at launch, with many reviewers reporting no crashes, stutters, or frame drops even on Steam Deck and handheld PCs

Cons

  • Supporting characters introduced to carry emotional stakes, particularly Leni and Faro, are widely described as underdeveloped, blunting the impact of their deaths
  • The game leans heavily on repetitive light/mirror/sphere puzzle mechanics in its final act, with several reviewers reporting genuine fatigue by the finale
  • Combat is criticised as insufficiently threatening, with many enemy types reduced to simple, repeatable takedowns rather than the tense encounters of earlier games
  • At roughly 10-20 hours, it runs noticeably shorter than Innocence or Requiem while carrying a comparable or higher price tag, a point of real frustration for some reviewers

Category scores

Category scores are the reviewer's read on each area. They inform the overall score but do not average into it — the number at the top of the page is a judgement, not a calculation.

  • Gameplay 7 / 10
  • Progression 6.5 / 10
  • Value 6.5 / 10
  • Originality 7.5 / 10
  • Interface 8.5 / 10