Aug 24, 2026 · 16 min · 9 segments
On this episode of the Official XBOX Podcast, we're sitting down with the team behind the upcoming Resonance: A Plague Tale Legacy to discuss the setting, the story, the combat, and how the team was…
Eric ChortGuestJeff RubensteinHostIn A Plague Tale: Requiem back in 2022, we encounter Sophia as a supporting character.
She manages to s- to survive the events of that game, which is, you know, no small feat.
When did you know that the next step for the team was to tell more of her story?

So when we finished, uh, Requiem, we were, like, I, I would say pretty much exhausted because it was a, quite a journey for us, uh, not only for the players with all the emotions that there is in the game, but also for us, uh, as a team.

It was, like, seven or eight years as we are working on the, on the game with Hugo, with Amicia, and all this story was really hard to put in a game.

And, um, so at the end, we were like, "Okay, um, it's a, a chapter that is closed for us, but we still like Plague, so how do we s- continue to, to make a Plague game without Hugo and Amicia?" And, um, and then the other part was, um, what we want to challenge us as a studio, um, what would be our next game in term of gameplay, and we want it to be more dynamic.

So we were like, "Okay, do we have a character already present, or do we need to create a new one?" And as soon as we think about not Hugo and Amicia again, but still Plague and more dynamic and combat, Sophia was a no-brainer for us.

It was pretty logical with all her background that we already wrote for Requiem and all we wanted to do.

So it was pretty at the beginning of the project when we stopped Requiem and think about the next step.
In A Plague Tale: Requiem back in 2022, we encounter Sophia as a supporting character.
She manages to s- to survive the events of that game, which is, you know, no small feat.
When did you know that the next step for the team was to tell more of her story?

So when we finished, uh, Requiem, we were, like, I, I would say pretty much exhausted because it was a, quite a journey for us, uh, not only for the players with all the emotions that there is in the game, but also for us, uh, as a team.

It was, like, seven or eight years as we are working on the, on the game with Hugo, with Amicia, and all this story was really hard to put in a game.

And, um, so at the end, we were like, "Okay, um, it's a, a chapter that is closed for us, but we still like Plague, so how do we s- continue to, to make a Plague game without Hugo and Amicia?" And, um, and then the other part was, um, what we want to challenge us as a studio, um, what would be our next game in term of gameplay, and we want it to be more dynamic.

So we were like, "Okay, do we have a character already present, or do we need to create a new one?" And as soon as we think about not Hugo and Amicia again, but still Plague and more dynamic and combat, Sophia was a no-brainer for us.

It was pretty logical with all her background that we already wrote for Requiem and all we wanted to do.

So it was pretty at the beginning of the project when we stopped Requiem and think about the next step.
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