Game director says A Plague Tale: Requiem will boast much improved gameplay

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this Gameplay from A Plague Tale: Lamentation will result in significant developed compared to the first part of the series: Kevin Choteau, the game’s game director, explained to the microphones of the PlayStation Blog.

A few days ago, a video diary dedicated to the gameplay of A Plague Tale: Requiem introduced some of the games. Announcements We will find it in the expected sequel game developed by Asobo Studio, which apparently takes advantage of the bugs made with Innocence.

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“When we started Requiem, the idea was to take everything we did wrong or fail in the first game and try to fix those mistakes,” Choteau said. “We read all the feedback from players and critics and tried to do something about it.”

“The first and most urgent thing that needed improvement was gameplay. Innocence was pretty limited, there was only one way to approach a situation, and we wanted to solve this problem. We created much larger spaces where you can play however you want. It’s very important because of how the levels are designed. Now you can play the Plague Tale the way you want it. You can play.”

“When you get into a situation, you usually see it from above or from a clear perspective so that you can understand what the scenario is and how it might develop on the other side, or go to the back of this car, etc.”

“We have rules and they are always true. Once you learn them, you can use them in any situation. For example, when you see a metal object, like in the first game, you can use it to distract enemies. There is also a kind of greenish tar in Requiem that can be used against enemies.”

“These things and these opportunities draw the player in saying, ‘You can use it and it’s at your disposal if you go in this direction.’ This broader approach works.”

Source: Multiplayer

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