The good stuff

  • Gorgeous environments, fresco flashbacks and stellar production values
  • Outstanding soundtrack and voice performances that salvage many weak beats
  • Smart light/prism/sphere puzzles — tactile when they click
  • Combat feels punchy and cinematic in short bursts

The rage fuel

  • Tonality shift away from rat‑centred stealth will disappoint series purists
  • Combat variety thins; many fights recycle the same counters
  • Rare geometry glitches and frustrating checkpoint/cinematic repeats
  • Some characters and emotional arcs feel rushed or undercooked
01

A deliberate fork from the rats

Resonance is not trying to be a remake of Innocence or Requiem. Multiple players in the Steam thread flagged the same thing: this is a prequel that deliberately trades the series’ rat‑centric stealth for direct swordplay, island exploration and mythic flashbacks. If you came for the old formula you’ll get a surprise — one that’s equal parts fresh and polarizing.

That choice matters because it changes expectations. The game keeps the franchise’s dark identity (myth and Macula lore are still present), but it retools the tools: fewer light‑and‑rat improvisations, more planned parries, heavier set pieces and a Theseus framing that reframes rather than repeats the earlier duology.

02

Audio and visuals do the heavy lifting

If Resonance’s script sometimes underwhelms, the music and staging almost always rescue the moment. Multiple reviewers singled out Olivier Derivière’s score and the cast’s performances: the soundtrack and acting repeatedly elevate scenes the writing only half commits to. When the plot thins, the audio-visual craft makes the playthrough feel cinematic.

The island and fresco flashbacks are repeatedly praised for their artistry; present decay and past splendour are both showpieces. Those design choices make exploration rewarding even when a puzzle repeats or a combat loop yawns: you keep taking screenshots because the game is often just that pretty.

03

Combat: punchy, but prone to repetition

Sophia’s sword-and-parry framework is the clearest mechanical departure. Several reviewers praised the immediacy: timed dodges, parries and finishers that restore health create satisfying short encounters. On their best days those fights feel smart and visceral, especially when an opponent’s stagger opens a brutal finisher.

That fun curdles for players who meet the same enemy archetypes repeatedly. Shielded brutes, heavies and archers demand the same counters over and over; after a while combat’s novelty thins and some players miss the inventive problem‑solving armour of the earlier stealth‑and‑rat encounters.

04

Puzzles and pace: elegant tools, uneven dosing

The prism + sphere + notebook toolkit is Resonance’s best idea. When it clicks you get true puzzle satisfaction: aligning light, splitting colors, and unlocking mechanisms feels tactile and rewarding. The game’s optional hint system is also welcome — your companions only nudge when you ask, so the puzzles remain player‑led rather than spoon‑fed.

Still, a recurring complaint is repetition. One reviewer argued the early sections could be trimmed because similar light puzzles show up often enough to blunt forward momentum. If you want methodical, occasionally meditative problem solving, these moments are the game’s highlight; if you prefer brisker pacing, they sometimes feel like padding.

05

Story: mythic scope, mixed emotional returns

The Theseus/Minotaur overlay gives Resonance a clear narrative ambition: tie Sophia’s visions into a Minoan past and expand the Macula mythology. Reviewers praised how the frescoed flashbacks and island setting deepen worldbuilding, and several noted clever callbacks to the series’ lore without making the prequel merely derivative.

But many readers also felt character beats could be richer. Some arcs land thinly or rely on convenient beats; certain allies and betrayals felt rushed or predictable. In short: Resonance expands the universe and reveals new textures, but it doesn’t always match the emotional heft of Requiem.

06

Bugs, checkpoints and the cost of spectacle

A handful of players reported falling through geometry or getting stuck; most called these glitches minor but real. More commonly complained about — and importantly, repeatedly described in the Steam threads — are long, unskippable animations and cutscenes that precede arena fights or boss stages. When you die and reload, those theatrical lead‑ins multiply the tedium.

That design decision turns a single failure into a multi‑minute ritual of walking, watching and re‑watching. If you retry bosses often, be warned: the game’s cinematic ambitions can amplify frustration by making each death heavy on repeat viewing.

07

Insider jokes (literal lines the community left us)

“MAKE IT STOP!!! PLEACE GO AWAY!!!” — yes, one reviewer actually wrote that about Sophia’s constant labored panting in tense sequences, and no, your lungs aren’t fooled by the acting loop. That exact line appears in the community thread and became shorthand for the ‘non‑stop breath’ complaint.

“finding symbols” to open a round metal door — this specific mission was called out by name as an annoying busywork chapter. If you enjoyed hunting icons to unlock doors back in the era of ‘collect the rune’ design, congrats: Resonance includes that nostalgia, and one reviewer explicitly named the mission.

“fall through the map” — multiple reports used the exact phrase to describe geometry clipping that broke immersion. It’s not universal, but the phrase crops up in players’ posts and is a frank summary of the rare-but-present issues.

THE HONEST VERDICT

Worth your time?

Resonance is an accomplished, self‑contained spin‑off that expands the Plague Tale universe in bold, not always comfortable directions. If you loved Innocence and Requiem for mood, lore and careful stealth, brace for a tonal shift: this is an action‑leaning, mythic prequel that rewards curiosity, not nostalgia. Buy it if you want a tightly staged, visually generous adventure with a superb soundtrack, light‑based puzzles and satisfying bite‑sized combat loops. Wait for a sale if you want more stealth, crisper character beats, or if repeated boss resets paired with long lead‑in cinematics will make you throw your controller.