Amicia, the central character in A Plague Tale: Innocence, needs to get her younger brother Hugo to safety. He might already be a lost cause, though. Witnessing a plague of man-eating rats and being hunted by the torture-hungry Inquisition is slowly changing him, and not for the better. Youâre to blame too. Killing any inquisitors in your way, youâre setting a dangerously amoral example for your little brother. Sitting in a room with (fake) rats crawling up the walls, I watched a macabre demo featuring the tiny tyke before chatting to Kevin Choteau, Lead Game Designer from Asobo Studio.Â
Amicia and Hugo are in trouble. Danger lurks everywhere. In 14th-Century France Inquisitors are out looking for them during the day, and during the night the children have devouring rats to contend with. Obvious comparisons to The Last of Us emerge during our chat. Nodding as I mentioned the game, Choteau says that âThe Last of Us is an absolute reference for us. We are huge fans of Naughty Dogâs work and itâs certainly one of the things that made us react the most in the past years. All this discussion about The Last of Us with what it does with emotions has certainly been a huge influence on what weâre trying to do hereâ. Â When it comes to specifics, he talks about Naughty Dogâs masterpiece being a âgood reference [for] the emotion we want to have and, yeah, the really nightmarish version is thisâ. Seeing Joel and Ellieâs relationship develop over the seasons was touching, but the bond between siblings is different. As theyâre already close, it remains to be seen whether Amicia tries to shelter Hugo from the horrors that wait for them, or gradually teach him that killing Inquisition soldiers to save their own skin is a necessity.
Potentially even stronger than the relationship between Clementine and Lee in The Walking Dead â they have already grown up together, after all. Hugo looks to Amicia for an example on what ânormalâ looks like. All the time youâre playing, heâll be watching. Thinking. Learning. Kill some Inquisitors by using the rats to your advantage, and heâll notice. As the elder sister Choteau says that Amicia âneeds to face the world and do everything she can to survive and Hugoâll perceive that certainly in the bad way because sheâll be his only exampleâ. A Plague Tale: Innocence isnât one long escort mission though with some emotional development thrown in for the hell of it. Hugo is a sophisticated AI who can be commanded to perform actions: squeeze through gratings to get something on the other side, hold a lever while you run ahead, or wield a candle to keep the rats at bay. Trauma doesnât do justice to explain their backstory: the siblings are from a noble family, their father slaughtered by the bloodthirsty Inquisition who arrived to stop their motherâs âresearchâ. God knows where their mother is, or what she was studying, though Choteau does mention it was linked to the rat plague. Whatever it was, her children are all alone, cast into a world they were too privileged to have ever encountered before. Choteau goes on to say (gleefully, I might add) that Hugo wonât remain innocent, as he âwill be twisted [from] you know, seeing his big sister killing someone. Maybe the Inquisition guy being eaten by some rats â I think it would have an impact on your psychology!â.Â
Choteauâs right. These bloodthirsty rodents swarm in the dark and eat anything in their way. Having a light source like a lantern handy will scare them off, but you had better pray the flame doesnât go out. Any character caught in the dark will be devoured in seconds. Amiciaâs slingshot might not count as a weapon (she wonât directly kill any humans, Iâm told), but when aimed at Inquisitorsâ life-saving lanterns it becomes a deadly way to distract the rats blocking her way, or get rid of some soldiers on the lookout for her and Hugo. Every single rat has its own pathfinding AI, so you can split up swarms to solve puzzles or single out just one rat. Who knows, from Hugoâs viewpoint they might not be that horrifying â seeing his older sister manipulate them to get rid of an easily understandable human threat could even turn them into an amoral tool in his eyes, much like how unflustered Ellie is when walking through fungal spores. Â Being faced with so much death forces people to make tough choices, and Amicia is no different. Unsurprisingly Choteau says that âAmicia will do hard stuff to surviveâ. Like Lee choosing who to save and who to abandon in The Walking Dead, it sounds like sheâll be faced with some morally ambiguous choices. Making them could be the least tricky part, with witnessing its effect on Hugo a far worse experience. Without a childhood for Hugo to be gently taught about morality and grow up at his own pace, heâll be facing up to the unfiltered cruelty of the world at a formative point in his life. Although he wonât grow up beside you â the game is set over a short period of time rather than years â Hugo wonât act like a child forever.Â
Even younger than Ellie or Clementine, Hugoâs naive perspective (he is 5, remember) influences how the game progresses. âWe play with the psychology of the characters, and what they think theyâve heard more than what theyâve really heardâ, says Choteau. Although Amicia is 15 years old, sheâll have to try and keep up with Hugo at points as his perspective distorts reality. That doesnât mean there will be bright technicolour sequences or angels instead of dead bodies (Ă la Little Sisters from Bioshock 2). What he âhearsâ is much more unsettling. At the end of the demo their motherâs voice reverberates around the church, wailing for help. Hugo sprints in the direction it came from, certain sheâs alive, ignoring Amiciaâs yelled warnings. Â What this means for the remainder of the game remains a mystery. The release date hasnât yet been announced, nor has the platforms A Plague Tale: Innocence will be available on. Watch this space for more details!
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Amicia, the central character in A Plague Tale: Innocence, needs to get her younger brother Hugo to safety. He might already be a lost cause, though. Witnessing a plague of man-eating rats and being hunted by the torture-hungry Inquisition is slowly changing him, and not for the better. Youâre to blame too. Killing any inquisitors in your way, youâre setting a dangerously amoral example for your little brother. Sitting in a room with (fake) rats crawling up the walls, I watched a macabre demo featuring the tiny tyke before chatting to Kevin Choteau, Lead Game Designer from Asobo Studio.
Amicia and Hugo are in trouble. Danger lurks everywhere. In 14th-Century France Inquisitors are out looking for them during the day, and during the night the children have devouring rats to contend with. Obvious comparisons to The Last of Us emerge during our chat. Nodding as I mentioned the game, Choteau says that âThe Last of Us is an absolute reference for us. We are huge fans of Naughty Dogâs work and itâs certainly one of the things that made us react the most in the past years. All this discussion about The Last of Us with what it does with emotions has certainly been a huge influence on what weâre trying to do hereâ.
When it comes to specifics, he talks about Naughty Dogâs masterpiece being a âgood reference [for] the emotion we want to have and, yeah, the really nightmarish version is thisâ. Seeing Joel and Ellieâs relationship develop over the seasons was touching, but the bond between siblings is different. As theyâre already close, it remains to be seen whether Amicia tries to shelter Hugo from the horrors that wait for them, or gradually teach him that killing Inquisition soldiers to save their own skin is a necessity.
Potentially even stronger than the relationship between Clementine and Lee in The Walking Dead â they have already grown up together, after all. Hugo looks to Amicia for an example on what ânormalâ looks like. All the time youâre playing, heâll be watching. Thinking. Learning. Kill some Inquisitors by using the rats to your advantage, and heâll notice. As the elder sister Choteau says that Amicia âneeds to face the world and do everything she can to survive and Hugoâll perceive that certainly in the bad way because sheâll be his only exampleâ. A Plague Tale: Innocence isnât one long escort mission though with some emotional development thrown in for the hell of it. Hugo is a sophisticated AI who can be commanded to perform actions: squeeze through gratings to get something on the other side, hold a lever while you run ahead, or wield a candle to keep the rats at bay.
Trauma doesnât do justice to explain their backstory: the siblings are from a noble family, their father slaughtered by the bloodthirsty Inquisition who arrived to stop their motherâs âresearchâ. God knows where their mother is, or what she was studying, though Choteau does mention it was linked to the rat plague. Whatever it was, her children are all alone, cast into a world they were too privileged to have ever encountered before. Choteau goes on to say (gleefully, I might add) that Hugo wonât remain innocent, as he âwill be twisted [from] you know, seeing his big sister killing someone. Maybe the Inquisition guy being eaten by some rats â I think it would have an impact on your psychology!â.
Choteauâs right. These bloodthirsty rodents swarm in the dark and eat anything in their way. Having a light source like a lantern handy will scare them off, but you had better pray the flame doesnât go out. Any character caught in the dark will be devoured in seconds. Amiciaâs slingshot might not count as a weapon (she wonât directly kill any humans, Iâm told), but when aimed at Inquisitorsâ life-saving lanterns it becomes a deadly way to distract the rats blocking her way, or get rid of some soldiers on the lookout for her and Hugo. Every single rat has its own pathfinding AI, so you can split up swarms to solve puzzles or single out just one rat. Who knows, from Hugoâs viewpoint they might not be that horrifying â seeing his older sister manipulate them to get rid of an easily understandable human threat could even turn them into an amoral tool in his eyes, much like how unflustered Ellie is when walking through fungal spores.
Being faced with so much death forces people to make tough choices, and Amicia is no different. Unsurprisingly Choteau says that âAmicia will do hard stuff to surviveâ. Like Lee choosing who to save and who to abandon in The Walking Dead, it sounds like sheâll be faced with some morally ambiguous choices. Making them could be the least tricky part, with witnessing its effect on Hugo a far worse experience. Without a childhood for Hugo to be gently taught about morality and grow up at his own pace, heâll be facing up to the unfiltered cruelty of the world at a formative point in his life. Although he wonât grow up beside you â the game is set over a short period of time rather than years â Hugo wonât act like a child forever.
Even younger than Ellie or Clementine, Hugoâs naive perspective (he is 5, remember) influences how the game progresses. âWe play with the psychology of the characters, and what they think theyâve heard more than what theyâve really heardâ, says Choteau. Although Amicia is 15 years old, sheâll have to try and keep up with Hugo at points as his perspective distorts reality. That doesnât mean there will be bright technicolour sequences or angels instead of dead bodies (Ă la Little Sisters from Bioshock 2). What he âhearsâ is much more unsettling. At the end of the demo their motherâs voice reverberates around the church, wailing for help. Hugo sprints in the direction it came from, certain sheâs alive, ignoring Amiciaâs yelled warnings.
What this means for the remainder of the game remains a mystery. The release date hasnât yet been announced, nor has the platforms A Plague Tale: Innocence will be available on. Watch this space for more details!