Have to admit, as we get to the end of the month, struggling to find much interest in playing anymore horror games. Belmont's Curse is good, but kinda feeling a little "Castlevania-d out" at this point.
Thought I'd try spending a few evenings playing a game I originally intended to get to back during Backlaugust, but...well...you saw how that went:
A Plague Tale: Requiem. Been putting that one off for a few years now, so long in fact that the game's already got a character action game sequel a few months ago. I guess even the developers realized they couldn't keep the horror act up.




Well, I'll give Requiem this much: while it takes a longer time to get to the point than the first game did, it can certainly be just as ****ing grim as that one was at times. Perhaps too much so.
Taking place in 1400s France, Requiem picks up 6 months after where Innocence left off. The De Rune family is on the run after you murdered the pope in Notre Dame in a battle of psychically-directed flesh-stripping magic plague rat tornadoes-
There. I just lost you, didn't I? Yeah, A Plague Tale: Innocence kinda completely goes off the deep end by the end, and it's clear the developers really want you to forget how stupid that was because they are super eager to re-establish the threat of the magic horde of plague rats fairly early on in Requiem. Sorry, devs, I can't. It was really stupid, and I've beaten Innocence twice over the years between the PS4 and PS5 versions.
As with Innocence, this game is 1/3 walk-and-talk adventure game, 1/3 linear horror puzzle game, and 1/3 stealth game. And like its predecessor, it's that last 1/3 that's the real problem and the one that makes me want to put the game down. I enjoy the grim atmosphere. I enjoy having to create safe havens of fiery light and finding creative ways to bridge the plague rat tide as you dash from safe point to safe point. I can't ****ing stand the incredibly annoying stealth arenas, where you have to get from one end of a large open area to another avoiding patrolling guards.
I'm not good at stealth games to begin with, but I managed alright with the first game's rudimentary stealth sections. You could kill any guard without a helmet with a single swing of your sling, but your sling made a ton of noise so you'd alert any nearby guards. You could extinguish the torches of patrolling guards using crafted ammo for your sling, which would leave them at the mercy of the swarm. Finally, you could distract them by throwing pots or chucking rocks at crates of armor. That was all you could do.
The developers decided the best way to "improve" upon this system was to have the game passive-aggressively judging you now. You now have a skill tree with perks related to improving your (stealth) combat; your alchemy; or your stealth, with point gains depending on whether you murder every last mother****er in the arena, only most of them, or very few of them. Nice idea in theory, but the problem is that the arenas are absolutely stacked with guards, there are items you want to find hidden in the environment, and when you get spotted you have very few options for returning to stealth. The best option you have is to get out of sight and duck under a bed or table, but I just spent over an hour in one arena attempting to clear it without being an absolute psychopath and it was just impossible. Guards are frequently stationed directly in the path of where you need to be, with few non-lethal options to get them out of the way. I'd escape detection 1 moment only to find the enemies change up their patrol patterns and instantly spot me again from the other side of the arena.
This offered me this chilling challenge: to find a way out, which ended up being behind a bunch of plague rats I had absolutely no chance of stealthing through with a torch without getting spotted by 3-4 more guards! Ironically, this is one of those games that could have actually used more modern guidance, as I spent quite a long time trying to find the intended way out of that arena, which was only briefly hinted at by a door opening for an NPC that I absolutely could not see at the time they came in.
Of course, in the end, there was always MY way: killing every single one of them so I could clear the traversal puzzle in peace. As I received that huge boost to the combat XP bar after I was basically forced to murder an entire legion, it makes me feel like I wasn't really allowed to play the way I wanted to play, as well as wonder how possible the REST of the game is going to be to try to play even semi-stealthily.
And then there's the length. This game is 17 chapters long, and after 2 nights of play I'm only at the start of Chapter 4.

Definitely feeling like this game is a bit "much" right now. Think I'm going to jump over to the Zombie Roguelike
Stupid Never Dies once it arrives tomorrow. Played the demo, and it feels like the spiritual successor to a Suda 51 game. Feels like possibly the right game for the mood I'm in right now.