Look, we all know that creep of shame comes on when you cock-up a stealth section and get seen but finish the level anyway. There''s always a lingering sense of having not done everything appropriately. Perhaps, if you''re the kind of character who likes to get max sync in Assassin''s Creed no matter what, you''ll make a mental note to do better on your next playthrough. But A Plague Tale: Requiem encourages you to simply manage.
The result of chapter two is harrowing, with reeds to hide in, guards with predictable patrols. But something is around half way through which mixes things up in a way that the first game never quite experienced: rats cometh. Bursting up from the ground, through walls, hugging the edge of the light and filling every dark space.
It''s fairly possible to lower the level, but it may for some to be an exercise in frustration requiring a change of tack. The key to success is to take advantage of it.
It might take a couple of months to get the door fixed, as there are signs where the guards will cross your path while trying to escape the rat outbreak, which just reinforces the assumption that the game is intended to achieve a run rather than sneak around. Or maybe this window of opportunity that gives you an almost clear run to the exit, bypassing potentially fifteen minutes of game, has been entrusted into the level as a concession to (or apology for) the fact that the game''s systems don''t really interact
Possibly I''m too enthused about it, but it''s a moment that I''m finding fascinating.
Tomorrow is the first day of A Plague Tale: Requiem on PC and Xbox Series X|S, Steam, and PlayStation 5.