The gameplay revolves around the duality of light and darkness: light protects from rats and shapes navigation, while
darkness creates constant threat. New tools expand player choice and deepen this system, with sling, alchemy, and
crossbow interacting to turn the environment into a tactical resource.
Compared to Innocence, Requiem adopts a more system-based design philosophy. Rather than relying on predefined
solutions, encounters are built around interconnected mechanics that
can be combined in different ways, encouraging experimentation, adaptation, and player-driven problem solving.
Stealth is the core system around which most encounters are built. Amicia moves through spaces by crouching, crawling,
and using tall grass or environmental cover to avoid detection, while managing both her own visibility and Hugo's.
Enemies follow patrol routes and react to sound, movement, and light, verbalizing their intentions in real time to give
the player readable behavioral cues. Detection is gradual, offering a brief window to break line of sight before
triggering a full alert.
MECHANICS
- Sling: Primary tool for combat, distraction, puzzle-solving, and environmental interaction. Combined with alchemy, it supports
both stealth and direct approaches.
- Crossbow: Enables a more lethal approach with one-shot kills. Bolts are scarce and can remain stuck in wooden surfaces, turning
them into environmental tools combinable with alchemy.
- Movement: Running, crouching, crawling, and climbing while protecting Hugo.
- Allies: Hugo controls rats for scouting and combat; Sophia redirects light; Lucas restores alchemical resources; Arnaud assists
in direct combat.
- Alchemy: Alchemy and resource management expand player agency, offering multiple ways to approach encounters and traversal. By
collecting materials, players craft tools that interact with both enemies and the environment, reinforcing the light and
darkness system. The core mixtures are:
- Ignifer enables fire creation for protection, navigation, and offense.
- Extinguis removes light sources, exposing enemies and creating openings.
- Tar amplifies fire, increasing its effectiveness and area control.
- Odoris manipulates rat behavior, turning them into a strategic tool.
RESOURCES & PLAYER PROGRESSION
Unlike Innocence, rocks are now infinite, removing basic ammo constraints and encouraging experimentation. Combined with
alchemy and resource management, this expands player agency, allowing crafted tools to interact with enemies and the
environment while reinforcing the light and darkness system. Resources can also be spent at workbenches to upgrade
Amiciaโs equipment.
Progression is handled through a system based on player actions, primarily the number of enemies defeated, which
automatically upgrades certain abilities without a traditional skill tree. Mechanics are not all available from the
start but are gradually unlocked to reinforce a sense of progression across stealth and combat.