A Plague Tale: Innocence

Well I haven't enjoyed a game like Requiem in a long while. Never seen character models done so well and the graphics are outstanding. The story and characters are engaging, at first I was like whatever but by chapter 3 I was hooked. The story does drag on a bit in the latter chapters, but still I'm tied between an 8.5 or 9 out of 10.
 
Just finished this the other day. I went in knowing pretty much nothing about the story, having not played the first game.

Overall I’d probably give it a 7 or 8 out of 10. The first few chapters were a little boring and I was worried the game would end without ever having really gripped me. I did like not being well armed though, as it made you feel more vulnerable, which added to the tension. I am terrible at stealth though, so it was a bit of a rough ride.

From about midway through the game I found the story picks up a little and I enjoyed the latter half much more. It certainly felt like a long game, but not in a bad way. I thought I was going to regret my purchase at first, but that couldn’t have been further from the truth.

And my god, this game looks beautiful. So many stunning environments. I noticed a bit of jerkiness a couple of times (I’m only playing on a 2070super), but the rest of the time fine, with no bugs.

Definitely glad I stuck with it, and I’m sure I’ll play through again in the future with all the upgrades unlocked.
 
Holy. Friggen. Crap.

I just started playing this today and I can't believe how good it looks and sounds, the Unreal Engine really is beautiful and the voice acting is spot on and emotive. This is the kind of story-crafting in a game that I appreciate, it's basically like playing a good book or TV series. I am a big fan of these single-player story-drive experiences that give you things to care for and about and I will be buying Requiem when I finish this. God of War too, come to think of it. :)
 
New patch out:

PATCH NOTES COMMON TO ALL PLATFORMS


Changes & Updates



  • Balanced difficulty in "Nothing Left" and "Dying Sun" final arena fights.
Optimization


  • Optimized AI, rats, terrain and navmesh to reduce framerate drops and freezing issues.
Bug Fixes

  • Fixed HDR issues creating crushed highlights (not applicable to Nintendo Switch).
  • Fixed random crashes or blockers that could happen in some chapters.
  • Fixed blockers or animation bugs that could happen during some crank interactions.
  • Fixed issue during reaction between Ignifer pot and Odoris in specific cases.
  • Fixed a script issue that could make the pine cones thrown by Hugo in "Under a New Sun" invisible.
  • Improved cart collisions to prevent going out of the map.
  • Fixed minor visual bugs in some chapters.
  • Fixed unexpected change of audio language when changing other options.
  • Fixed minor issues in German language.

0COMMENTS
PATCH NOTES SPECIFIC TO PC

  • The game is now compatible with Steam Deck.

  • Added new graphics options to improve visual and performance customizations (Frame limiter, Resolution optimizer, SSAO, DOF, Screen Space Shadows, Motion Blur).
  • Improved auto setting graphic profiles to better match PC configurations.
  • Fixed specular flickering issues with DLSS.
 
Holy. Friggen. Crap.

I just started playing this today and I can't believe how good it looks and sounds, the Unreal Engine really is beautiful and the voice acting is spot on and emotive. This is the kind of story-crafting in a game that I appreciate, it's basically like playing a good book or TV series. I am a big fan of these single-player story-drive experiences that give you things to care for and about and I will be buying Requiem when I finish this. God of War too, come to think of it. :)
It's not the unreal engine! It's their own in-house engine!
 
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Got tired of waiting for ray tracing, let alone zero mention of it from the developers.... so just going to play now. Must say the raster. implementation is very good though, not too surprising though given how the game is based around lighting, shadows etc. Notice some light bleeding through the walls/objects but to be expected given its raster. Will be interesting to see how much RT will improve overall visuals when/if added.

Overall, the game is fantastic so far, lovely setting and gameplay has improved compared to the first.
 
RT is no big loss. As a smaller developer I’d rather they focussed their time elsewhere.

That's the whole point of RT, to help speed up and make game developers workflows more efficient :p

From 4a enhanced on their metro ee for pc and consoles:



We saw many strides in performance during this phase of console optimization, many of which gave us a cause to rethink our approaches to certain solutions. We’ve remained very conscious of the fact that we were aiming to have the consoles providing a consistent 60FPS experience for this title, and, with that in the back of our minds, the gradual performance improvements allowed us to also include more and more features. Despite superficial differences in the actual layout and approach of the platform-specific Application Programming Interfaces (APIs), all platforms are now running remarkably similar CPU and GPU code, and have managed to maintain a very consistent feature set.

The groundwork has been laid though and we have successfully brought a product to the 9th generation consoles complete with essentially our entire Ray Tracing feature set. This sets a baseline for this generation’s future projects. We mentioned that we had initially thought of some features as potential fallbacks solution to be maintained alongside superior and steadily evolving equivalents on PC. This wasn’t the case, but it could have been, if the consoles weren’t as good as they are. If it had been the case, then so many members of the team would have been hit by the massive increase in workload that comes with working with two separate and distinct systems in parallel. Instead, we now have a new set of standards to base our work on that are consistent across all target platforms.

As it stands then, we can say for sure that projects of this generation, across all targeted platforms, will be based off of this raytraced feature set. That is great news for the end result: it is allowing us to produce scenes with the highest level of graphical fidelity we have ever achieved and that is what the public gets to see, though these features are just as important behind the scenes.

There is a reason why we have always been so vocally critical of the idea of baking assets (pre-generating the results of things like lighting calculations) and shipping them as immutable monoliths of data in the games package files, rather than generating as much as possible on the fly: everything that you pre-calculate is something that you are stuck with. Not “stuck with” in the sense that if it is wrong it can’t be fixed (everyone loves a 50GB patch after all) but “stuck” in a much more limiting sense – that any part of your game, any object in the scene that relies on baked assets will be static and unchanging. You won’t be able to change the way it is lit so you have to be overly cautious with decisions about how the player can affect dynamic lights (you won’t be able to move it, so you disable physics on as much as possible), and the player can’t interact with it in interesting ways, so you pass that problem onto UX design.

The more you have to rely on baked assets for your scenes, the more you restrict your game design options, and the more you take the risk that your environments will feel rigid and lifeless. Perhaps, the biggest advantage that Ray Tracing brings is that it gives game developers a huge boost in the direction of worlds that are truly, fully dynamic, with no dependencies on pre-computed assets whatsoever. There are still similar examples where such problems need to be solved, but lighting was one of the biggest and most all-encompassing examples of the lot and Ray Tracing solves it.

It doesn’t just come down to what you end up shipping either. Game development is by its very nature an iterative process. You need to have some plan for where you want to take a project from the start, or course, but once you begin working on assets and developing features you always test them as part of the larger context of the game, and more often than not this leads to tweaks, refinements, and balancing. Even that might not be the end of it, other features can come along changing the experience and myriad different ways leading to yet more alterations and adjustments. For this process to work developers need an environment to work in that is intuitive, responsive, and as close a representation of the main game as possible. Our editor has always run basically the same simulation as the final game, but technological advancements seen in this generation streamlined the process significantly. Testing environments are quicker to set up with fewer dependencies on assets or on the work of other departments. Changes in visual design are visible (in their final form) immediately. The physical simulation on the whole feels more like a sandbox in which ideas can be tested and iterated upon. This makes for a more comfortable and fluent development experience, more conducive to creativity and experimentation.

The true effects of all this will take longer to be realized. The boundaries of what you can (and can’t) do in a video game have been shifted and design practices will take a while to feel them out and to fill them. But ultimately, what we see is the promise of more dynamic and engaging game worlds, with fewer limitations, which can be developed in faster and more intuitive ways. On the player side, all that translates to hopefully more content without the usual associated spiraling development cost, and to richer, more believable game experiences.

The thing I don't get is the game has been shown with ray tracing running in promo videos, the config is there in the files but yet no mention as to what is going on from the developers...... They could at least come out and say, it needs further improvements in performance/optimisation if that is the reason, just seems odd the silence on this as the game was marketed heavily by both them and nvidia to be pushing the RT.
 
Just finished this after playing the first game and have to say it has been a great game\series, gameplay so-so, story great and graphics and sound are amazing. I would probably put it along side Hellblade and the Metro series as some of the best.
 
Just finished this after playing the first game and have to say it has been a great game\series, gameplay so-so, story great and graphics and sound are amazing. I would probably put it along side Hellblade and the Metro series as some of the best.
Games like this are basically like an interactive book with puzzles that are challenging -but-not-difficult... and that is no bad thing. I generally no longer want all of my games to be big open-world experiences and appreciate focused, story-driven content that wraps up neatly. Again, just like the video gaming equivalent of a book.
 
Really enjoyed this one. Ran 4K, no DLSS, all graphics maxed and was smooth throughout (4090, 13900k) . Some of the best graphics I've seen.

Voice acting was superb, story was engaging, really can't recommend it enough.
 
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