Vampires! Werewolves! Zombies! Creatures from the deep!
Is it just me, or is publisher Focus Home Interactive fashioning itself
after Universal Pictures? It seems to have a sweet fang for classic
monsters, partnering with a pool of studios across a number of genres in
order to thrill and chill us. The latest offering is A Plague Tale:
Innocence, from developer Asobo Studio, and in place of traditional
ghouls there are rats. But these are not traditional rats. They erupt
from the earth, like the Locust in Gears of War,
and they swarm and devour like piranha, reducing bodies to bones in a
moment. Bad news for the murophobic, as well as for those hoping for a
good Frankenstein game to round out Focus Home’s set.
In truth, though, A Plague Tale is less enamoured of what scurries in
its shadows than it is of its human heroes. These are Amicia, a teenage
girl, whom we play as, and her brother, Hugo, who can’t be any older
than five. The story unfolds in the Kingdom of France, beginning in
1348, in the midst of the Hundred Years’ War, as the Black Death
blankets Europe. We quickly discover that, as tales go, this one is of
the tall variety. Despite being earthed in muddy history, the game is
rooted in supernatural soil; early on, one servant hears of people being
bitten in the nearby village and laments, ‘Famine, war on our doorstep,
and now vampires.’
The children are part of the noble de Rune family and live in a lush
and lordly estate in the French countryside. When brutal disaster
befalls the family, Amicia and Hugo are forced to flee. Giving chase is
The Inquisition, lead by Lord Nicholas, who seems like anger in armour
plating and who wears a helmet with a cross cut out of the visor. For
reasons that come into relief later on, The Inquisition wants Hugo, who
suffers from a sickness of mysterious origin that lurks in the blood,
causing dark veins to creep up his arms and neck like vines of ivy.
Looking for a cure, they go in search of a master alchemist; en route,
allies flit in and out like flies, but the siblings remain in sharpest
focus.
Play, on the other hand, is a blurry blend of third-person stealth,
puzzle solving, and fleeting slivers of action. Being outnumbered and
outmuscled, Amicia – often clasped hand-in-hand with Hugo – is better
suited to sneaking past her opponents. This isn’t a matter of creativity
or patience so much as obeying visual cues in a certain order. For each
guard, there is always a corresponding environmental solution – a metal
distraction to be dinged with a rock, say, or a convenient wad of
shrubbery to shuffle through. Due to the tight linearity of each area,
your movements feel funnelled and constrained, the stealth boxed in and
by the numbers.
Things liven a little when Amicia is forced to defend herself. She
wields a sling – the quintessential weapon of the underdog, dating back
to David and Goliath. It’s a pleasure to use, whipping it into a
spinning wind-up before pelting your foes with a pleasing thwip,
as the leather looses its load. You have the choice of a range of
projectiles, like rocks, clumps of incendiary mixture, and bait, with
which to lure the rats. This is the game’s most wicked and appealing
flourish. The rats hate light, and will quiver excitedly at its fringes,
waiting; thus snuffing out a lamplight and leaving an unsuspecting
soldier enveloped in a furry flood is often your only option – it also
happens to be fun.
And I found myself treasuring fun whenever I saw it flicker by;
often, I was toiling away on the game’s puzzles. These will bother no
one. Because of the rats, you’re lighting braziers to clear a path
that’s safe to tread (you could almost think of the rats as dirty black
lava). There are blocks to push so as to gain a ledge with which to
climb. There are swivelling torches that you use to blanket your allies
in safety while they pull a lever or some such contraption. The puzzles
hardly call for a pen and paper, but they are a pleasing distraction;
they cross-hatch with the action and stealth so that each element
diverts from the last.
Pressing you on throughout is the narrative, which, I’m pleased to
report, kept me curious – despite being heavy-handed. The characters you
collect along the way seem to read to you from their bio sheets (‘Our
dad was a piece of rubbish,’ says one, ‘Tried to beat us one time too
many, so we skidaddled’), and the later acts are lorded over by a
pantomime villain (described as ‘a vile heretic driven mad by power’),
who looks more ratty than most of the rats – with a milky eye and sharp,
stumpy teeth. But it’s all told completely in earnest, and I found
myself wanting to unravel the mystery at the middle of the plot.
Unfortunately, the mystery that took up most of my attention was the
accents. In the English version, lines are delivered with a faux-French
lilt. At one point, as Amicia mourns her dog, she says ‘Goodbye my
darling dog,’ but it comes out ‘Guudbye my darleeng doag.’ Why not
simply speak in your normal tone? Surely we can take it on trust that
she’s French? Elsewhere, Hugo’s childishness chafes; one sequence sees
you heading for an aqueduct, which he calls an ‘ackyduck.’ When he
suggests to Amicia that ‘It’s not good to be alone,’ (shades of Boris
Karloff, in Frankenstein, who groaned, ‘Alone, bad… Friend, good… ’) I
found myself firmly in disagreement.
Nonetheless, A Plague Tale should be played, if for no other reason
than to walk a little in its world. Where the writing may falter, the
story hangs thick in mood and colour. Olivier Deriviere supplies the
score, and, as was the case in Vampyr and Get Even,
he moulds the music around the play with keen understanding, if with a
slight insistence – chivvying you with cellos and shivering strings. The
artists at Asobo Studio have concocted a velvety brew of damp moonlight
and morning vapours, of late-afternoons tinged with coppery sun. And
seeing such peaceful pastures take on the dank air of a pesthouse,
oozing with mustard fog, tells you more about Amicia’s character than
anything she says. Weighed down by responsibility to Hugo, forced to
grow up fast, and failing to protect her family: it isn’t the rats but
the scratching and gnawing of guilt that gets to her.
Developer: Asobo Studio
Publisher: Focus Home Interactive
Available on: PlayStation 4 [reviewed on] Xbox One, PC
Release Date: May 14, 2019
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