I figured if I’m going to give myself the OK to quit games, I’ve gotta find a new way to squeeze blog posts out of them. So let’s lean into the quitter lifestyle and start a new series: “Why I Quit.” Well maybe it’ll be a series and maybe it’ll just be this one post because, y’know, it’s OK if I quit. 🙂 Anyway without further ado, here’s why I quit A Plague Tale: Requiem.
The first bad decision I made when it came to playing A Plague Tale: Requiem was…starting to play it. I had played A Plague Tale: Innocence back in 2021 and liked it, did not love it. Here’s a post I wrote about it and I see now that my memory is a bit askew as I even said in that post that by the end of the game I was no longer enjoying it so much.
There’s a new A Plague Tale game (Resonance: A Plague Tale Legacy) out now, and this one centers around a different character and seems like it is more combat focused. I wanted to check it out but felt like I ‘should’ play Requiem first. So that was mistake #1: starting a game because I ‘should’ play it and not because I wanted to.
Requiem plays very similar to Innocence, or at least my memory of Innocence. Once again you mostly play as Amicia with annoying little brother Hugo tagging along. [Spoilers for both games incoming.] It turns out that young Hugo has some kind of connection to the plague and it basically follows him around. Wherever this pair goes in an attempt to find a cure for him, the swarms of rabid rats follow, consuming entire villages. And wherever the plague breaks out, soldiers quarantine people and kill anyone trying to get away. It’s all quite bleak and often gross. Many, MANY piles of corpses all over the place.
Once again we’re solving physical puzzles to get past the rat swarms (generally by manipulating light sources; the rats avoid light) and Amicia is using her sling to combat soldiers (and as a long range method of interacting with puzzle parts). This game leans much harder into alchemical weapons. Amicia can throw fire-starting shots, fire-dousing shots, tar-shots (which cause flames to become more intense) and so on. These shots are powered by ingredients she has to loot from crates and chests and then she can craft her special alchemical ammo on the fly.

I found the combat system to be really clunky. You hold a shoulder button (I was playing on Xbox) and then you push up/down on the D-Pad to pick your weapon (in addition to the sling you can throw things by hand, fill pots with alchemical fire or whatever, and eventually you get a crossbow) and left/right on the D-Pad to pick the type of shot you want to access. That doesn’t sound bad but in the heat of battle with an enemy charging at you I found it really easy to over-shoot the choice I wanted, leading to Amicia’s death. In fact most of Amicia’s deaths happened as I was in the process of trying to choose the right weapon and ammo combo to use against the enemy I was fighting.
I got fed up enough with the combat that I eventually turned the difficulty down to the “Story” setting. That helped to an extent.
The puzzle solving though… even though it has been 5 years since I played the first game it still all felt very ‘been there, done that’ with the puzzles, and some sections just required too much trial and error, with error equating to ‘game over, reload last checkpoint’.
Circling back to my initial point: I wasn’t playing to solve puzzles and fight soldiers. I was playing to finish the game so I could try the new one. That pretty much guaranteed I wasn’t going to have a good time. It’s one thing to try to plow through an action game as quickly as possible, but a game with stealth and puzzles and avoiding enemies just doesn’t suit a rushed playstyle, at least for me.
Combine that with my general distaste for little kids in games (I found Hugo insufferable) and it was kind of silly to even start this one. I DID want to get caught up on the narrative and I’ve heard the story gets pretty heart-wrenching towards the end, but there’s a Wiki: I can just catch up on the story that way. [I just did that and don’t feel like I missed much.] I was generally horrified that Amicia and her mum were willing to drag Hugo all over the place, spreading disease and being responsible for the deaths of thousands, if not tens of thousands, of people. I thought we were the good guys?
This was also the first time in a LONG time that a game made me feel a little queasy. Something about the camera movement gave me a touch of motion sickness. Not enough to make me stop playing but it was one more straw.
I would be curious to try the game on PC with mouse and keyboard to see if the combat system feels a little more nimble that way. But for now at least, I’ve quit A Plague Tale: Requiem. I got to Chapter 6 of 17 and spent just shy of 10 hours playing and stopped really enjoying myself after just a couple hours. I stuck around partly because I’m stubborn and partly because I really did want to know where the story was going to lead. I thought maybe I could push through it but…naa. I was liking it less and less with every in-game encounter I had to solve
Also worth mentioning that this is a ME issue. The game has an 88% rating on Open Critic and a “Very Positive” rating on Steam with a bit over 8,000 reviews.
I sat on this draft for a couple of days and picked up the game once or twice to see if maybe it was a mood thing or something, but nope. Just not enjoying it. I DID start the new game (Resonance: A Plague Tale Legacy) though. Only two chapters in but already liking it a LOT more. It’s a much more combat-focused game, but I guess that’s for another post.







