Resonance: A Plague Tale Legacy devs learned to make melee combat on the job
Give me a game where I can hoof an enemy over the side of the cliff like a cut price Leonidas, and I'm happy. (It seems I'm not the only one.) So, yes, while I was sad to see no swarms of rats in Resonance: A Plague Tale Legacy, I was very happy with the switch from stealth gameplay to scrappy melee. I might have been...
Give me a game where I can hoof an enemy over the side of the cliff like a cut price Leonidas, and I'm happy. (It seems I'm not the only one.) So, yes, while I was sad to see no swarms of rats in Resonance: A Plague Tale Legacy, I was very happy with the switch from stealth gameplay to scrappy melee. I might have been more worried going in if I knew just how little experience developer Asobo Studio have making combat games.
"Nobody did a combat game before Resonance," lead level designer Valérian Robert told me, and then he explained how they pulled it off.
Original reporting appears on the publisher’s site.
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