It has been interesting to watch Asobo Studio build A Plague Tale into one of gaming’s more distinctive narrative universes, and Resonance: A Plague Tale Legacy represents its boldest change of direction yet. Published by Focus Entertainment and developed by Asobo Studio, this PS5 prequel takes Sophia, one of Requiem’s most memorable supporting characters, and sends her fifteen years back into a much more action-oriented adventure built around Greek mythology, ancient mysteries and the island of the Minotaur. Ahead of release, we also spoke with lead writer Carol-Ann Bañuls and lead level designer Valérian Robert about the game’s development (read the full interview here), and they were refreshingly clear about the team’s intentions: Resonance was designed to offer a new experience rather than simply repeat what came before, retaining the DNA of A Plague Tale while changing the mechanics and creating a standalone entry point for newcomers. That ambition is immediately apparent, because this is not another story about trying to survive while feeling perpetually outmatched. Sophia is a very different protagonist, and Resonance is a very different kind of adventure. Continue reading “Resonance: A Plague Tale Legacy review”
Category: Interviews
Developer interview: Resonance: A Plague Tale Legacy (Gamescom)
With Resonance: A Plague Tale Legacy, Asobo Studio has taken its A Plague Tale universe in a noticeably different direction. The new game shifts the focus to Sophia and takes place years before the events of A Plague Tale: Requiem, introducing a more action-driven structure built around combat, exploration, puzzles and Greek mythology. Ahead of release, we spoke with lead writer Carol-Ann Bañuls and lead level designer Valérian Robert at Gamescom about the thinking behind the change, the importance of preserving the series’ identity and the challenge of combining new gameplay systems with the emotional storytelling that has become one of Asobo’s trademarks. Continue reading “Developer interview: Resonance: A Plague Tale Legacy (Gamescom)”
Developer interview: Night Blood W : Cutthroat Wolf
Behind every indie game is a story of passion, grit, and tireless iteration. For the two-person team at Midnight Fantasy Games, the journey to creating their upcoming 2D cyberpunk pixel-art action title, Nightblood W: Cutthroat Wolf, has been paved with valuable lessons from past projects and a desire to make games they truly love. In this interview, the developers open up about their transition from outsourced puzzle games to high-octane action, the inspirations behind their striking pixel-art style, and how their own lightning-fast reaction speeds help shape a deeply satisfying combat experience. Continue reading “Developer interview: Night Blood W : Cutthroat Wolf”
Preview and developer interview: Last Flag
When a new multiplayer shooter appears on the horizon, it usually arrives with a familiar pedigree of veteran developers and genre expectations. Last Flag, however, comes from a slightly different direction. Developed by Night Street Games, the studio co-founded by Dan Reynolds (lead singer of Imagine Dragons) and his brother Mac Reynolds, the game reimagines the classic playground staple of Capture the Flag as a theatrical, fast-paced multiplayer competition. During a recent preview session we attended, the Reynolds brothers talked about their background in gaming, their ambitions for the project, and even joined us in playing a few rounds – offering a first glimpse at how their unconventional studio hopes to shake up the genre. Continue reading “Preview and developer interview: Last Flag”
Developer interview: Transport Fever 3
Transport Fever 3 is the latest, ambitious entry in the long-running transport-tycoon series, building on the franchise’s core strengths while adding smarter cities, deeper logistics, revamped cargo systems, advanced traffic behavior, and richer visual atmosphere. This interview with Urban Games digs into the design choices behind those changes – when refinement became reinvention, which systems were fundamentally rethought, how citizen and cargo simulations tie into economy and player decision-making, how accessibility and performance were balanced, and how the team preserved sandbox freedom alongside a historically inspired campaign. Continue reading “Developer interview: Transport Fever 3”