Rats, everywhere!
Ever heard of this game called ‘The Floor is Lava’?
I’m pretty sure you have. In A Plague Tale: Innocence, some parts of the floor
are lava, except that the lava is replaced by rats. Heaps and mounds of rats.
Black, hairy rats, scurrying about and tripping over each other. Now we know
why this game is called A Plague Tale.
As is evident, the story is set against a backdrop of
a plague in the 14th century, with Amicia DeRune, daughter of
nobleman Robert DeRune and Beatrice DeRune, and her brother Hugo DeRune as the
two central characters. Life seems to be going along just fine for Amicia when
she has her first brush with the plague in mysterious and horrific
circumstances, and things continue to get worse from there on. I am reluctant
to divulge any bits of the story here as it is really interesting, combining
elements of alchemy and lore, and is best experienced while playing the game
itself.
The gameplay is a bit of stealth here, a bit of
aggression there, some puzzle solving, and some chases. Moving around is simple
and smooth, even with Hugo running along with his sister. Aiming isn’t anything
complex either, with the crosshair being changed to a medieval style icon to
complement the game’s theme. In the initial stages, it gave a sort of
‘checkpoint – checkpoint – boss battle – checkpoint – boss battle’feel, and I
was ready to embrace it (even though the story was turning out to be cliched)
mainly because the visuals were impressive, but soon my experience changed and
the story, too.
There’s a level where Amicia and Hugo have to run away from a horde of people and at the end, face a strong, well built man, the “boss” of the level. This is the juncture where the game turns the tables and transitions into a different storyline which sets the foundation for the freshness of the rest of the plot. This is where we, as a player, actually realize what is happening and what we have become a part of. The game keeps on revealing one plot detail after another and keeps itself interesting, and we begin relating to Amicia and Hugo. This is in major part due to how the relationship dynamic between the two changes and how well it is shown throughout the game. Yeah, it does sound very mainstream that siblings who run off from their family develop a stronger bond over time, but the way this story device is blended in with the unnatural circumstances that the game takes place in fills the old, overused brother-sister relationship wine in a new bottle, so to speak, and older wines do taste better if preserved well enough.
There are certain places, however, where I wasn’t
sure what the game wanted me to do. There’s a certain art to completing a level
in the perfect manner which provides immense satisfaction when executed well,
and the player knows that that was, in fact, how the level was supposed to be
played when they complete it. But at some points I could not fathom if I should
employ stealth or aggression. This is not critical of the game in any way, mind
you. On the other hand, it expanded my sense of freedom in the approach I could
adopt to go through that stage. This helped build the sense of being in a
sandbox.
Another aspect worth mentioning is the way characters
are written, introduced and portrayed. I’m talking abut everything from their
design, looks to the voice acting and the actual experience received upon
interacting with them. New characters are introduced at regular intervals and
they really make a lasting impression on the player, which is highly impressive
considering the short duration that some characters appear for. This makes up
for an incredibly effective cast and an immersive playing experience, where
every event in the story affects the player as much as it affects Amicia and
Hugo.
Its environments also seem pretty convincing as far
as the time period is concerned, and undoubtedly, a great deal of attention has
been paid to level designing, both from visual and gameplay points of view.
Saving the best for the last, I was totally blown
away by how the rats in this game were animated. They looked so real! It’s
quite understandable, though, since it would be highly uncharacteristic of a
game having a plague as its backdrop not to feature rats, but in so meticulous
detail and moreover, without affecting the game’s performance one bit. As a
budding game developer, time and time again, I found myself wondering about how
they managed to instantiate so many objects in the scene at the same time. Even
my sister, when she saw the rats, literally flinched and withdrew from the
screen as if they would jump out at her at any time. The rats were amazing,
even they find an important place in the story instead of just masquerading as
obstacles and inaccessible areas in levels.
Every little element is stitched and woven carefully
so that it finds some significance, and nothing feels like it is forced into
the game in order to buff it up as is so often the practice these days. A
Plague Tale: Innocence is a journey through a portion of the lives of Amicia,
Hugo and all the other characters and remains fresh in the player’s mind, truly
making for a lasting experience.
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