When Asobo Studio revealed Resonance: A Plague Tale Legacy at the Xbox Games Showcase in June 2025, the trailer did something the series had never done before: it showed a minotaur wrapped in glowing ropes instead of a single plague rat. Fifteen years before the events of Requiem, the franchise's beloved supporting character Sophia steps into the protagonist role, and the signature rat swarms are nowhere to be found. Instead, Greek mythology takes center stage. It is a bold reinvention, but does it work? IGN's 6/10 review suggests the experiments only partially pay off, while Asobo insists the franchise's DNA remains intact. This article explores the creative gamble behind Resonance, what Asobo has said about overhauling combat, and what the studio's comments on a potential Plague Tale 3 mean for the future of the series.
Sophia Takes the Spotlight
For two games, players watched Amicia de Rune drag her cursed brother Hugo across a plague-ravaged France, their bond forged in tragedy and desperation. Sophia, by contrast, was a supporting player in Requiem: a savvy, battle-hardened mercenary who joined the siblings midway through their journey. She was competent, pragmatic, and refreshingly unburdened by the de Rune family curse.
Resonance promotes Sophia to full protagonist, with publisher Focus Entertainment describing her as "a fierce young plunderer." The game features an entirely new supporting cast, a deliberate break from the Amicia and Hugo dynamic that defined the first two entries. In a Gamescom interview with GameRant, Asobo's creative director explained the shift: "Sophia was always the character who looked at the world and asked what she could take from it, not what it would take from her. That is a fundamentally different engine for a story." The studio wanted to explore a lead who is less burdened, more opportunistic, and operating with a different moral compass than Amicia.
The shift is significant. Amicia was defined by protective desperation; every decision she made flowed from her duty to Hugo. Sophia, at least in the prequel's framing, is driven by self-interest and survival. That distinction gives Asobo room to write a protagonist who can make messier choices without betraying established character work. Whether players embrace that shift will likely hinge on how much they valued the emotional intensity of the original duo.

Out With the Rats, In With the Minotaur
The most immediately jarring change in Resonance is the absence of the series' defining visual: the churning, squealing tornadoes of man-eating rats that turned medieval France into a nightmare landscape. In their place, Asobo has built a world rooted in Greek mythology, with ancient, unexplored territory that predates the plague-ravaged Europe players know.
Polygon's reveal coverage highlighted Sophia standing before an enormous minotaur on "Minotaur's Island," the image serving as the visual thesis for the game's new direction. The prequel framework, set 15 years before Requiem, allows Asobo to explore a different era and aesthetic while remaining in the same universe. The tonal shift is substantial: from the grim, historically grounded horror of medieval plague to the mythic, fantastical antiquity of gods and monsters.
This raises a fundamental question: does swapping rats for minotaurs preserve the franchise's DNA, or does it fundamentally change what makes a Plague Tale game recognizable? The rat swarms were never just set dressing. They were a gameplay mechanic, a narrative device, and a visual signature all at once. The horror of Innocence and Requiem derived from the feeling of being hunted by an implacable, mindless force, a swarm that could not be reasoned with, negotiated with, or defeated, only survived through cunning and environmental manipulation. Every encounter was a puzzle in helplessness: funneling rats through fire, luring them with corpses, or tiptoeing through light to avoid their endless hunger. The player was prey, and the rats were the ecosystem itself.
A minotaur, however imposing, is a singular enemy. It can be outwitted, defeated, escaped. It has a face, a pattern, a weakness. The rats were a force of nature; the minotaur is a boss fight. That distinction speaks to a deeper shift in player agency: where the rats demanded submission and ingenuity, the minotaur invites confrontation and mastery. Whether that trade-off enriches the series or dilutes its identity is the central question Resonance poses.
Combat Overhauled
Asobo has been candid that Resonance overhauls the series' combat and changes the formula. The original games emphasized stealth, resource scarcity, and avoidance; combat was a last resort, and even then, your options were limited to a sling, a few tools, and the occasional environmental hazard. Sophia, by contrast, is positioned as a more direct, capable protagonist.
In the same GameRant interview, Asobo detailed the mechanics that were added, removed, and reworked. The studio described the new system as "closer to a dueling rhythm than a survival puzzle," with Sophia wielding a short blade and a grappling hook that doubles as a traversal tool and a combat instrument. The sling remains, but it is now a precision instrument for disarming enemies rather than a primary offensive option. Stealth is still viable, but the game no longer punishes direct confrontation as harshly as its predecessors. Asobo's stated goal was to make Sophia feel "like someone who has survived by her wits and her fists, not by hiding in tall grass."
That shift carries implications beyond combat mechanics. A more capable protagonist changes the rhythm of exploration, the stakes of encounters, and the tone of the narrative. When your character can fight back, the world feels less oppressive. IGN's review acknowledges the risk in these changes but notes that most experiments "fall short of capturing the same magic as its predecessors." The critique suggests a game caught between two identities: the stealth-heavy, tension-driven DNA of the original series and the more action-oriented direction Asobo is pushing toward. Whether that tension reads as evolution or dilution will depend on the player.

The Critical Divide
IGN scored Resonance 6/10, calling it "okay." The review praises the game for taking "a lot of interesting chances" while noting that "only some of its experiments pay off." For a series with a strong critical pedigree, that is a notable step down. Requiem was widely celebrated for its narrative ambition and technical craft; Innocence was a breakout indie hit that put Asobo on the map.
The promotional framing from Asobo presents the changes as intentional evolution, a studio refusing to repeat itself. The critical reception suggests the execution does not fully land. According to HowLongToBeat data, Resonance runs roughly 12 hours for the main story, 14 with side content, and 17 for completionists. That makes it a shorter, tighter experience than Requiem, which may reflect the spinoff's scope or a deliberate choice to keep the experiment contained.
The gap between Asobo's stated goals and the critical response is not necessarily a contradiction, it may simply be the cost of experimentation. Neither perspective is wrong. Asobo's ambition is real, and IGN's critique is grounded in the actual experience of playing the game. The 6/10 score is not a failure. It is a sign of a studio taking risks, and in an industry where sequels often play it safe, "interesting but flawed" may be preferable to "safe and forgettable." Players will have to weigh Asobo's creative ambition against the critical reception and decide for themselves.
What's Next? The Road to Plague Tale 3
It is important to clarify the franchise's structure: Resonance is a prequel spinoff, distinct from a hypothetical Plague Tale 3 sequel to Requiem. The two are not the same project. Asobo's comments on the franchise's future, made during the Gamescom interview, directly address whether a direct sequel is in the cards.
When asked about Plague Tale 3, Asobo's creative director was measured but noncommittal: "We know where Amicia's story could go, and we have ideas that would surprise people. But we want to see how Resonance is received before we commit to that path." The studio declined to confirm or deny the long-running fan theory that Requiem's post-credits scene teases a sci-fi threequel, a speculation that captured the imagination of the fanbase when GameRant first raised it in November 2022. The idea of a Plague Tale game moving into science fiction territory felt audacious, and for some fans, alarming. Asobo's refusal to dismiss it outright suggests the theory has at least some foundation.
There is also the question of how Resonance's reception influences the franchise's direction. If the spinoff lands well with players despite the critical mixed bag, Asobo may feel emboldened to take even bigger risks with a mainline sequel. If it stumbles commercially, the studio may pull back toward the familiar. Either way, Resonance serves as a test bed, and its results will shape what comes next.
Resonance: A Plague Tale Legacy launches August 27, 2026 on PC, PS5, Xbox Series X/S, and Xbox Game Pass.
A Detour or a New Direction?
Resonance: A Plague Tale Legacy is a fascinating experiment: a beloved series swapping its most iconic element, the rats, for Greek mythology, promoting a supporting character to leading lady, and overhauling combat in the process. Asobo insists the franchise's DNA remains intact; IGN's 6/10 review suggests the gamble only partially pays off.
But perhaps that is the point. In an industry where sequels often play it safe, Resonance is a studio testing how far its universe can stretch. Whether it succeeds or stumbles, the answers Asobo gives about Plague Tale 3 will determine whether this prequel is a detour or a new direction. The game arrives August 27, 2026, and the conversation about what makes a Plague Tale game has already begun.






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