There's a lot to like. So while I have reservations about the guts of it, and the repetition of a so-far-wanting formula and frustrations that arise from it, there are signs it could improve. There's also a sliver of time left before the game comes out in October for fine-tuning. Fingers crossed.
Despite having two entire chapters to play through, it feels like I've only gotten the barest glimpse into what is next for Amicia and Hugo. The stakes remain high, the gameplay is better, the graphics gorgeous, and the levels provide more options than before.
There are still issues that I'd like to see taken care of before playing through the full game, but with A Plague Tale: Requiem going gold back in August, there's more than enough time for the developers have things polished by launch. I'm eager to see the rest of the story and learn just what dark twists Asobo Studio has in store for this duo.
Still, I'm hopeful Asobo will deliver on what they've shown here in these (presumably) middle chapters of A Plague Tale: Requiem. It has everything you'd possibly want from a capable sequel – a wider selection of powers that build effectively on what came before, and enough twists and ripples on its familiar rhythms so it still feels new and challenging. Heck, they've even tidied up the crafting menu and added a Skyrim-style skill set that unlocks extra perks and buffs just by doing an action repeatedly, rewarding stealth and aggressive playstyles equally. It's a textbook bit of sequelcraft, in other words, and I'm excited to see what lies beyond these stormy waters when A Plague Tale: Requiem launches in full on October 18th.