About this video
On this episode of the Official XBOX Podcast, we’re sitting down with the crew behind the upcoming Resonance: A Plague Story Legacy to debate the setting, the story, the fight, and the way the crew was capable of design a recreation that matches splendidly into the Plague Story collection however is offered in a complete new means.
TRANSCRIPT
SPEAKER 1: Video games on this podcast vary from E to M. [ XBOX sound ]
JEFF RUBENSTEIN: Hi there, and welcome to the official XBOX podcast, the one podcast coming to you from inside XBOX. I’m Jeff with an replace on a recreation that’s been on my radar since its shock reveal at XBOX Video games Showcase 2025. Speaking about Resonance, a Plague Story legacy. It’s a recreation that reinvents the franchise by taking it again in time from earlier Plague Story titles. Much less sneaking round, much more motion, and no less than from the components that I’ve performed to this point, not a rodent in sight. It’s coming to XBOX Sequence X and S, XBOX on PC and Sport Move actually quickly, August twenty seventh. So right this moment we’re going to be exhibiting a ton of gameplay from the opening hour or so of the sport. I need to keep away from some spoilers. And I captured this myself as actual footage. Sure, I can parry, you realize, more often than not. So to inform us much more about what to anticipate from the remainder of the sport, I’m happy to welcome Eric Chort, the lead producer from Asobo Studio in Bordeaux, France. Bienvenue, Eric.
ERIC CHORT: Thanks. Thanks a lot.
JEFF RUBENSTEIN: All proper. Thanks a lot for becoming a member of us right here on the finish of your day. Let’s get proper into this as a result of there’s a ton to cowl. In a Plague Story: Requiem again in 2022, we encounter Sophia as a supporting character. She helps Amicia and Hugo sail to an island that he had been dreaming about. Plenty of loopy stuff occurs over there. She manages to outlive the occasions of that recreation, which is, you realize, no small feat. When do you know that the subsequent step for the crew was to inform extra of her story?
ERIC CHORT: So after we completed The Requiem, we had been like, I might say just about exhausted as a result of it was a fairly a journey for us, not just for the gamers with all of the feelings that there’s within the recreation, but additionally for us as a crew. It was like seven or eight years that we’re engaged on a recreation with Hugo, with Amicia. And all this story was actually laborious to place in a recreation. It was actually, actually emotional for us. And so on the finish, we had been like, okay, it’s a chapter that’s closed for us, however we nonetheless like Plague. So how will we proceed to make a Plague recreation with out Hugo and Amicia? After which the opposite half was what we need to problem us as a studio. What can be our subsequent recreation by way of gameplay? And we needed to be extra dynamic. We needed additionally to have fight. So we’re like, okay, do we’ve a personality already current, or do we have to create a brand new one? And as quickly as we take into consideration not Hugo and Amicia once more, however nonetheless Plague and extra dynamic and fight, Sophia was a no brainer for us. It was fairly logical with all our background that we already wrote for Requiem. And all we needed to do, Sophia was actually, yeah, it was an proof for us. So it was fairly originally of the undertaking after we stopped Requiem and take into consideration the subsequent step. Yeah, it was very straightforward and fast to decide on Sophia.
JEFF RUBENSTEIN: So let’s return to the reveal of the sport. I preserve fascinated by it from XBOX Sport Showcase 2025. There have been a few issues by way of imagery that actually stood out in then and within the trailers that you just’ve launched since that point. So there’s a minotaur. There’s a maze. The maze is correct there within the brand of the sport, a glowing rope. So for these not tremendous up on Greek mythology, there was the well-known minotaur lived within the middle of the labyrinth. Sacrifices had been despatched into there. Finally, Theseus slew it. And he had plenty of assist with Ariadne and her golden thread. So, initially, nice timing tapping into Greek mythology. Undecided if you realize, there’s a film that’s received lots of people — you will have heard of it. I don’t know. It’s received individuals very a lot into that. And one thing I personally discover very interesting about these mythologies is like these locations are actual, like I can go to Crete proper now. I imply, it is likely to be like actually costly. So perhaps not proper now, but it surely exists. You possibly can go. And I believe individuals are likely to surprise which a part of the parable was actual? And is that one thing you’re taking part in with right here? As a result of clearly the occasions of this of Resonance happen in, I need to say, within the 1300s, a very long time after the parable of the minotaur supposedly came about.
ERIC CHORT: So initially, we didn’t take into consideration the film or the factor about that. I imply, we’ve the identical attraction for the Greek mythology as different those that have now due to the film. However I imply, due to God of Warfare or these kind of issues, we already had this attraction within the crew. So what we did is simply, you realize, for Plague, we use the darkish plague that already occurred in France within the fifteenth century. So it’s a base for us. After which we twist it with our personal regulation. So what we did there’s use the Greek mythology, which is extra unbelievable as a result of we nonetheless have some historic websites, as you stated, in Greece that exist and that you could go to. However all the opposite issues, the characters, et cetera, they’re extra a fantasy, a narrative. We don’t know if it’s actual or not. So we use that as a base. After which we twist it with our regulation. And we attempt to discover methods to have one thing that feels actual utilizing all of the issues that exist already in Greece with the Roman, additionally the Egyptian — all of the issues that from this era can nonetheless be visited and seen right this moment, all of the historic issues that we all know. So have an actual base as a lot as we are able to after which construct on this to create our personal universe and reinterpret the parable and the Greek mythology for our personal story.
JEFF RUBENSTEIN: All proper. So had been there concepts that the crew, as you had been creating, such as you stated, you had been working for eight years with Amici and Hugo on Plague Story, in a way, and Requiem. Had been there concepts that the crew had they usually needed to do, but it surely didn’t make sense for the kind of recreation you had been creating on the time. However now coming into Resonance, you’re like, oh, yeah, now we are able to do it.
ERIC CHORT: So, yeah, positively. I believe that fight is absolutely the reply to that query. We had been fairly fortunate on the finish of Innocence to have the ability to make Requiem. As a result of Requiem was like the sport we needed to do. However we didn’t add the time and the capability throughout Innocence to make it. So with Requiem, we had been capable of make actually the sport we needed by way of rats, by way of stealth, by way of story, emotion and in addition by way of graphics, et cetera. However we nonetheless had been like, okay, by way of motion, can we do extra? Can we? However Amicia was not the great character to make use of a sword and have melee fight. So positively with Resonance, it was a very good alternative to make melee fight. And yeah, that is the factor that we’re like, okay, let’s do this. Let’s go to fight.
JEFF RUBENSTEIN: Let’s get into that motion, as a result of I can let you know, like having performed the primary few chapters of the sport, you don’t shrink back from motion, which is superior and such a distinction to earlier video games within the collection. So Amicia from Innocence and from Requiem, she was all about avoiding fight. Though by the top of Requiem, she’s a fairly succesful stealth killer. Sophia from the soar proper into your face, she’s received a really direct fashion, twin blades. Let’s speak about what you constructed right here by way of a fight system, beginning with the fundamentals after which perhaps layering in every part on high.
ERIC CHORT: So initially, what we needed is one thing very reactive. So that is the very first thing we had been like, okay, it needs to be reactive. It needs to be very clean whenever you take it along with your controller. All of the strikes, whenever you dodge, whenever you assault. That is the very first thing we’re fascinated by. Second factor was be agile. Sophia wanted to maneuver very quick and really fast, but additionally as a result of she is going to face plenty of enemies. So the concept of 1 towards a military was actually interesting for us. After which to have some problem, we made it little or no. So you’ll be able to kill very quick, however you may also be killed very quick. So it’s one other side that we added. After which we stated, okay, however how Sophia can handle to be little and to face such a variety of enemies. So then we added issues just like the grappling hook, issues just like the bottles that you could throw to enemies, the dagger additionally to be extra deadly and extra tricksy. This can be a means that we made step-by-step. It was our first fight recreation. So we examined additionally plenty of different video games. We checked out plenty of movies of GDCs or builders that labored on fight video games to be taught, to know what are the great issues, the issues we needed in our recreation and the issues that we didn’t need it. So in the most effective reference we’ve, in all probability Ghost of Tsushima is likely one of the greatest with the kind of gameplay we needed. So after we discovered this reference, then we attempt to adapt it to our character and to the fight we needed. And yeah, that’s just about it.
JEFF RUBENSTEIN: So I believe it’s actually attention-grabbing. You talked about that, you realize, she can not take plenty of hits. She’s not as huge because the those that she is encountering originally of the sport, no less than. We’ve received successfully three hits and also you’re gone. However the factor I believe is absolutely attention-grabbing, you’ll assume, oh, that makes you are feeling like, oh, I’ve received to be defensive. However you truly must be extra offensive as a result of each time you kill any person, you get that well being block again. So the extra damage you might be, the extra aggressive you actually must be. So I assumed that was a very attention-grabbing danger and reward. Possibly we are able to discuss just a little bit in regards to the ability tree right here as effectively. After I first received my first Resonance factors the place I used to be capable of undergo, we’re seeing that right here. It was actually laborious to decide on what I needed, however I ended up going with this one that really doubles down on that, the place should you do the form of longer cost vital hit, you successfully acquire one invincibility body successfully to permit your self to take one hit. However that may be a danger reward in itself. So I simply would love to listen to just a bit bit extra about how you considered that. It makes it really feel rather a lot totally different than different video games that use parrying and different melee motion video games on the market.
ERIC CHORT: Sure, so it was a strategy to actually push the participant to not simply keep blocking. You possibly can keep blocking as a lot as you need. There’s no endurance. However to push you assault, to push you to the dynamic and the agility that we needed. The truth that you may get your well being on enemies by killing them was a fairly fast concept we had. And we stated, okay, it’s cool as a result of it’s not helpful to remain defensive. You possibly can, however should you lose some well being, you have to get again on the enemy and to kill him. So after we tried it, it was once more by iterations. After I stated that it was our first fight recreation, we would have liked to iterate rather a lot. So we get the references, we get what we needed to do. However then to make it occur whereas it was our first recreation, we would have liked to iterate, iterate, iterate, have plenty of playtests. And the primary time we tried this, I imply, getting again your well being by killing an enemy, it was, okay, it’s instantly superb as a result of it modified the best way we had been preventing. So we had been all the time making an attempt to get a kill. And it was actually working effectively with the kind of fight we needed. So, I imply, it’s one of many many iterations that we needed to discover the great stability and the great rhythm we needed for the fight. Once more, it’s because of plenty of playtests, plenty of iteration contained in the studio, outdoors the studio, because of Focus Leisure, our writer that helped us with the playtest. It’s positively very satisfying.
JEFF RUBENSTEIN: Positively, I believe you discovered like a distinct segment the place it doesn’t really feel like — numerous video games have parries proper now, numerous third particular person motion video games. However the form of relentlessness you have to be with Sophia, that danger reward actually stands out from my time taking part in to this point. So loads extra there. Let’s discuss just a little bit extra about simply the world right here, as a result of one of many issues that stood out to me, I really like Plague Story: Innocence. I really like Requiem, however they’re very darkish video games, very oppressive. Prefer it’s what recent hell is subsequent? You realize, issues are dangerous. You’re simply form of hoping you’ll be able to assist these two children survive. Not less than early on right here in Resonance. I’m like, hey, we’re in Venice. That is lovely. You realize, I used to be, there have been factors of standing out on the rooftop and similar to, wait, maintain up a sec. I simply need to have a look at the Grand Canal. I need to go to right here. The Greek Isles clearly within the playing cards primarily based on the mythology. So these are locations which are sunny. So how do you create this like signature feeling of Plague Story dread in these sun-drenched locales?
ERIC CHORT: The truth is, it’s a matter of distinction. So what we like is to create an enormous distinction. In Plague, it was a distinction between the crude, middle-age world of adults that had been actually laborious and really arch for youngsters. And on one other facet, our characters, Hugo and Amicia. So right here the distinction is totally different. The distinction is extra on, okay, this lovely panorama, sunny Mediterranean, the water, the blue water, et cetera. However whenever you go deeper within the island, you see that it’s darker than you thought. And the extra you go on within the journey, within the journey of Sophia, the extra you’ll go deeper within the island and you’ll uncover that, oh, in reality it’s darker than you thought. And yeah, it’s all the time a matter of distinction. And we begin very sunny, but it surely’s in all probability darker on the finish. [ Laughter ]
JEFF RUBENSTEIN: Keep tuned. It’s going to get there.
ERIC CHORT: Sure.
JEFF RUBENSTEIN: Little question. Little question. All proper. So I’ve received one final query for you. It’s in regards to the title, truly. So like considering again after having completed Requiem and Innocence, it’s clear what these names imply. So Resonance. So the phrase can imply one thing about sound, and it could actually imply like one thing that emotionally one thing resonates with you. I’m curious which which means got here first for the crew.
ERIC CHORT: So, in reality, the identify arrived fairly late within the manufacturing. So we already had each signification in head. And when the identify proposition arrived, we had been like, okay, it’s working with each. So it was only a good match when it arrived. So it was not one or the opposite that began, simply the identify arrived. And we’re like, okay, it’s good. It matches with every part. So I can’t say why on the emotion facet, it’s an actual resonance as a result of you’ll uncover it within the story. However yeah, with the sound additionally, there are plenty of issues that may occur with the darkish a part of the island. As I stated, whenever you go actually to the center of the darkness of the island, you’ll uncover that the sound resonance is absolutely necessary, too.
JEFF RUBENSTEIN: All proper. Effectively, that is one thing we’re going to have to search out out for ourselves. However the good half is we don’t have to attend too lengthy. Eric, this was form of the top of your work right this moment right here. The rest that we ignored you need to inform us about Resonance, a Plague Story legacy?
ERIC CHORT: I hope that individuals will get pleasure from it. I imply, for us, it was fairly a journey after The Plague Video games. And we’re actually completely satisfied to made a recreation with fight. And we hope that gamers will adore it and really feel the identical feelings that they’d with Hugo and Amicia. It’ll, in fact, be totally different as a result of it’s not a narrative a few brother and a sister. However yeah, Sophia has rather a lot to inform, and I hope individuals will get pleasure from it.
JEFF RUBENSTEIN: Thanks once more for becoming a member of us right this moment, Eric. As soon as once more, Resonance: A Plague Story Legacy arrives on XBOX Sequence X and S, XBOX on PC and Sport Move August twenty seventh. That does it for this episode of the official XBOX podcast. We’ve got a ton extra within the works for you, and we’ll see you then. [ XBOX sound ]


