Release Date: 14/05/2019
Played On: Win
Available On: PS4 / Win / XBO
Time Played: 10h 32m
Progress: Completed / 69% Achievements
Developer: Asobo Studio
Publisher: Focus Home Interactive 

Expectations are an interesting thing when it comes to entertainment media. In many ways, we're thrilled to have our preconceptions subverted and we love twists and turns. On the other hand, our monkey brains love the consistency that allows us to keep track of what's happening and follow a story from start to finish. Perhaps this is why so many of us feel short-changed when our expectations are completely thrown out the window. 

I'm reminded of M Night Shyamalan's movies, where he always manages to work in a big twist somewhere in the final act. I often hear people complain about those movies, claiming that they don't make sense, and that the twists are simply there for the sake of it. Although, I quite like the unpredictable nature of those stories, and I appreciate having my own assumptions questioned and proven to be inadequate. It's almost as if the point of a twist is to highlight the fact that we only witness reality from a subjective vantage point, and that the true nature of life is that there are many facets and perspectives that equally shape and reshape what we see. 

You might be thinking that I'm bringing this up because there's a huge twist in A Plague Tale: Innocence, and it shaped my appreciation of the game. However, while there is a bit of a twist somewhere close to the final act, it's not the twist itself that interests me. Instead, the diverse array of interpretations and reactions that I've seen are fascinating to me, as they drive home that notion of experience being unique to the one experiencing it; even when it's a video game plot about a plague of rats.  

A Plague Tale: Innocence tells the story of a girl and her brother, who find themselves up against the perils of plague-ridden France, way back in the 14th century. We play as the young noble girl Amicia, who is tasked with caring for her poorly brother Hugo after their home is invaded and destroyed by the Inquisition. With their family gone and vicious soldiers chasing them, Amicia and Hugo must travel the countryside to find allies and safe harbour. 

The kicker is that a plague of rats have invaded the land and are voracious in their appetite. Swarms blanket the ground and consume everything in their path within seconds. The only thing that will keep them at bay is light, forcing us to stay out of the shadows for fear of being torn apart by thousands of tiny teeth. 

As usual, I'm going to try and skirt around any story spoilers, as I always feel that it's best to arrive at realisations and plot points naturally. Suffice to say that there's a point later in the game where something happens and it left a lot of players feeling betrayed by the direction it took. I mention this as A Plague Tale: Innocence was recently the monthly game for a video game book club I take part in, and many players in the group did not enjoy some of the narrative choices made in this game.  

Part of the reason being that this is a game that steeps itself in the realism of its environment and time period. The opening scenes are beautifully draped in period costumes and architecture, while technologies such as weapons and vehicles are all accurate to the era. There's no escaping the oppressive nature of life in the 14th century, which was covered in dirt and grime, while ordinary people scraped together an existence in the squalid streets of small villages.  

The realism in A Plague Tale: Innocence is one of its greatest features, as the entire presentation has been carefully wrapped in period appropriate garb. Hence why there's a point later in the game, where it leans into some more fantastical elements, that a lot of players in my game of the month group didn't like one bit. Although, I would argue that the entire game has one foot firmly in the fantasy realm, as the heavily featured rat swarms feel entirely unreal from start to finish.  

To understand this, I have to try and explain the rat swarms themselves, as they drive most of the game's other systems and mechanics along the way. Narratively they are a plague of vermin who carry disease and death wherever they go, while functionally they operate as a floor-is-lava game system in order to bring about some challenge. In areas full of the swarm, the ground will be writhing manically with tiny rat bodies as they scramble about and try to reach their next meal. This forces you to always look for light sources, as it repels the swarms' advances. As luck would have it, the entire game is littered with ways to light up different areas and pass through them, thanks to conveniently places sticks and torches. 

What's more there are even distractions such as cadavers hanging from the ceiling, which can be cut down to attract the swarm and occupy them as they devour the corpse. Hell, there are even enemy guards patrolling locations while holding lanterns in the dark. Snuffing their light will remove guards entirely, as the swarm with overwhelm them in the dark and consume them in seconds. Thus, despite the fact that rats and plagues go together like a house on fire, the rat swarms in A Plague Tale: Innocence are pretty fantastical in nature, and clearly designed to turn the story into a "video game". 

This is where the realism of the setting and the fantasy of the video game come head to head for me, as I was constantly pulled out of the minute-to-minute story by a rather hilarious clump of rats. After all, they do look more like a video game shader than an actual group of individual entities. Maybe this is why I didn't feel betrayed when the story caught up in the late game and started pushing the fantasy angle a little harder.  Plus, I really like it when stories start playing with surrealism and fantasy, as it makes everything a little more interesting and creative. 

There are two shining achievements in A Plague Tale: Innocence, and the story was one of them. The way that this game portrays its characters is up there with the best forms of characterisation I've encountered in gaming. Amicia and Hugo are children who have been forced to survive in a hostile world, but they're nobles and inexperienced. When faced with the horrors of the plague and poverty, Amicia openly exclaims and gasps at the shock of it all. She is constantly trying to protect her little brother, but then has to justify why she's killing guards and taking actions that she otherwise could never have dreamed herself taking.  

After all, this is not a game about running around with a big gun, shooting all the bad dudes and laughing about it along the way. A Plague Tale: Innocence is primarily a stealth game where you are tasked with sneaking by enemies who are much more powerful that you and your brother. Throughout the game you get stronger by upgrading your gear and meeting some allies, but Amicia's only offensive weapon is a relatively weak sling. 

Throughout the game you find resources and upgrade your gear, which nicely parallel's Amicia's own growth from weak child to badass-rock-slinging-hero. The script for A Plague Tale: Innocence does a lot to really portray how Amicia changes and grows as she struggles and fights for survival. By the end of the game she's out there slinging rocks at bad guys with the best of them, but only after riding an emotional rollercoaster of shock and horror after she's forced to kill for the first time to protect her brother. This character development is without a doubt one of my favourite parts of this game, as it felt like I was dealing with a character I could actually believe to exist. It makes a nice change from playing the stereotypical power fantasy role, without a doubt. 

Although, none of it would probably be possible, if A Plague Tale: Innocence didn't excel in its presentation quite as much as it did. This is the other shining achievement of the game, and something that everyone involved with its creation should be immensely proud of. Despite coming from a developer whose previous releases included a version of Monopoly of all things, this is perhaps my pick for best looking game of 2019. 

There's definitely some technical wizardry going on with the graphics in this game, as I can't help feeling that it has no right to look at good as it does. What I mean is that the game is so gorgeous in parts, that it betrays the idea that it came from a small studio and a small team. As a contrast, I always love the Assassin's Creed games for the in-game art that shows of entire cities and detailed characters, but those games are made by thousands of people with huge budgets. Of course I can't know for sure, but I don't think that A Plague Tale: Innocence had anywhere near the budget and workforce that Ubisoft puts on Assassin's Creed games. However, I would happily put both games up against each other in a beauty contest and I feel like the underdog would win. 

Right from the opening frames when Amicia is walking through the woods with her father, the wonderful visuals are an assault on the senses. Everything has just enough detail and complexity to feel close to realism, but its draped in fantastically amber sunlight from the gods. The town feels cold, damp, and unwelcoming thanks to all the mud and stone walls that cage everyone in. While something as simple as lit fireplace crackling away with its warm glow, immediately draws you in and provides comfort from the plague and violence of the outside world. Even the characters themselves are detailed and unique, albeit with occasionally stiff animations that betray their good looks. 

The technical wizardry of A Plague Tale: Innocence's graphics is that I feel like most of its beauty is a result of some clever design choices made along the way to obfuscate and elevate different aspects. A lot of the game is shrouded in darkness, as lighting serves as a primary mechanic for dealing with rat swarms. It feels like a large portion of the game is spent in dark areas with bright amber lighting that moves shadows and reveals textures in ways that appear more detailed than they actually are. Then again, there's plenty of scenes outdoors in the daylight that also feel beautiful and detailed, so I don't know what's a clever trick and what's just down to pure skill and artistry. Either way, there's no doubting that this is one hell of a beautiful game. 

Plus, to round out the exceptional presentation is a cast of brilliant voice actors who gave some truly inspiring performances. I know voice actors are often left out of video game discussions, but it's hard to ignore how well the actors did with A Plague Tale: Innocence. I listened to the English cast when I played, and I have to give a special shoutout to Charlotte McBurney who voiced Amicia and brought me to tears on a number of occasions. There are a few scenes where so much emotional complexity and anguish is created for Amicia's character, and it's all thanks to those wonderful performances. 

A Plague Tale: Innocence may not be the kind of game that everyone will get into, as it relies heavily on its narrative pull. Clearly there are many players who dislike some of the plot choices made along the way, but I was thoroughly invested in every minute. I enjoyed the fantasy elements, as it allowed me to accept other fictional creations like the ever-present swarms of infested rats. There are other games that succeed in hyper-realism, so it's always fun to see where a bit of creativity can take you. 

What really ties it all together though, is the exceptional presentation of both visuals and the audio landscape. I can't stress how good it feels to see characters question their actions and appear to suffer emotionally as a result. Amicia's development is perhaps the complete opposite to Nathan Drake, who jokes and quips his way through murdering hundreds of enemies without any consideration for what so much death might mean. There's a scene where Amicia and Hugo have to walk through a field that's littered with dead bodies and they physically struggle to do so. By the end of the game, I actually cared about what was happening to these fictional characters, and that's not something I experience very often at all. 

At the end of the day I can't escape the fact that A Plague Tale: Innocence is one of 2019's greatest gaming experiences to be had. While it may not be everyone's cup of tea, this is a game with a lot to offer. It balances narrative and gameplay in such a way that it draws you in and invests you in the plight of its world. 

Outstanding.

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