A Plague Tale-Innocence : The Path Before Us [Mission 7] {Walkthrough/Gameplay}
Channel: theRedLad
Date: 18/05/2019

A Plague Tale: Innocence
Mission 7 :  The Path Before Us
[No Commentary]

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IGN Review :

The siblings had never had much of a relationship growing up as mid-14th-century French nobles, but when Amicia is suddenly forced into the role of young Hugo’s protector, they quickly need to learn to trust one another. This theme drives the story in interesting directions and is also smartly reflected through the gameplay. The majority of the 17 linear chapters see you controlling Amicia, with Hugo holding onto your hand by default. You can let go to move quicker, but if you leave him for too long he will scream and attract the attention of soldiers. Besides a few puzzles, I very rarely felt the need to let go.
By Steven Petite Blending fantasy with the Black Death, A Plague: Tale Innocence succeeds in telling the heartfelt survival story of two orphans, Amicia and Hugo. The dynamic between the siblings shines against a grim backdrop riddled with corpses, Inquisition soldiers out for blood, and thousands of Bubonic Plague-carrying rats. A Plague Tale does an admirable job of making its young protagonists appropriately vulnerable to the surrounding dangers as you move through them from a third-person perspective, but the stealth gameplay and puzzles rarely feel imaginative. As a result, the stakes of this seemingly perilous world are undercut.

The siblings had never had much of a relationship growing up as mid-14th-century French nobles, but when Amicia is suddenly forced into the role of young Hugo’s protector, they quickly need to learn to trust one another. This theme drives the story in interesting directions and is also smartly reflected through the gameplay. The majority of the 17 linear chapters see you controlling Amicia, with Hugo holding onto your hand by default. You can let go to move quicker, but if you leave him for too long he will scream and attract the attention of soldiers. Besides a few puzzles, I very rarely felt the need to let go.

Like many other “escort mission” games where you protect a smaller, weaker character, you can send Hugo to complete tasks like climbing through windows to unlock doors. Unlike most escort missions, though, Amicia and Hugo usually act as one. Hugo is helpless, but you don’t have to do anything more than hold his hand. This works on a thematic level as the story develops. I liked the simplicity from a gameplay perspective, too. Escort missions in some games can be pretty darn annoying.
One of the best aspects of A Plague Tale is its world, which has an ominous emptiness to it. Well, at least when it comes to living things that aren’t overwhelming waves of terrifying rats. It’s not uncommon to come across mass graves of those who died from the Plague, and in one particularly somber sequence you actually have to walk across an entire field of bodies. Most of the living that you come across want to kill Amicia, Hugo, and various companions that help you throughout their journey. This foreboding atmosphere matches the dreariness and depravity of the areas you’ll explore, from darkened forests to abandoned castles to ghostly villages to Inquisition camps, though they all look far more dangerous and daunting than they actually are.
The siblings had never had much of a relationship growing up as mid-14th-century French nobles, but when Amicia is suddenly forced into the role of young Hugo’s protector, they quickly need to learn to trust one another. This theme drives the story in interesting directions and is also smartly reflected through the gameplay. The majority of the 17 linear chapters see you controlling Amicia, with Hugo holding onto your hand by default. You can let go to move quicker, but if you leave him for too long he will scream and attract the attention of soldiers. Besides a few puzzles, I very rarely felt the need to let go.

A Plague Tale is stealth gameplay in the purest sense: much of your time is spent sneaking past soldiers using various objects and concoctions, and every single human enemy kills you in one hit, and you have very little ability to kill or neutralize them. To keep them out of your path, rocks can be tossed at glowing metal objects to create diversions and pots can be thrown at the ground when metal isn’t in the vicinity. Stealth detection is fair, with indicators over enemies’ heads displaying their awareness. I never came across a scenario where an enemy unjustly spotted me, but I also never shook my head in disbelief when they didn’t see me after barging into a room.