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A Plague Tale: Requiem

Game

5 documents in the library are about A Plague Tale: Requiem, from writers such as Pullup Entertainment and DiGRA. Each has a summary and key insights with the page they come from.

Documents
5
newest 16 Jun 2026

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Each row is a game or company named alongside A Plague Tale: Requiem, each column a document, oldest first. A mark means that document names it. Select a row to see those documents.

Documents about A Plague Tale: Requiem

Cover of Post-Heroic Play in Social Work Education: Structural Constraint and Impossible Care
Whitepaper4 pages

Post-Heroic Play in Social Work Education: Structural Constraint and Impossible Care

This paper proposes a conceptual framework for using digital games in social work education to provoke reflection on intersectional discrimination and the limits of individual agency within structurally unjust conditions.

  • The paper proposes using "post-heroic" gameplay, where individual action cannot resolve systemic injustice, as a pedagogical space for social work students to confront the tensions of the field's triple mandate: normalizing clients, empowering them, and upholding human rights and social justice.
  • The framework rests on a comparative reading of Papers, Please (2013) and A Plague Tale: Requiem (2022), treated as complementary sources: Papers, Please models how discrimination is produced and normalized through bureaucratic procedure, while A Plague Tale: Requiem generates affective identification with persecution and vulnerability.
  • The concept of "ethical cognitive friction" describes the tension between what a game communicates procedurally and what it signifies narratively or symbolically, and is a core component of the framework.
DiGRAJun 2026
Cover of A Plague Tale: Autoethnography and Authenticity in Historical Games Research
Whitepaper4 pages

A Plague Tale: Autoethnography and Authenticity in Historical Games Research

This paper examines how autoethnography can rehabilitate the concept of authenticity in historical game studies, using the Plague Tale duology (A Plague Tale: Innocence and A Plague Tale: Requiem), both set in 14th-century France during the Black Death, as its case.

  • The paper argues that authenticity, widely invoked in historical game discussions but often conflated with accuracy and dismissed by historians as subjective, can become a meaningful analytical category when defined through the player's affective experience rather than strict historical fidelity.
  • The authors propose autoethnography, using thick description and evocative narrative, as the method for capturing lived experience, anchored in Ellis et al.'s notion of verisimilitude: the sense that a represented experience feels lifelike and possible.
  • The methodology is retrospective collaborative autoethnography, with two authors drawing on memories, notes, and conversations about playing the games to the end of their main story arcs, supplemented by additional gameplay done explicitly for data collection.
DiGRAJun 2025
Cover of Focus Entertainment Annual Financial Report & CSR Report 2022/23
Financial report97 pages

Focus Entertainment Annual Financial Report & CSR Report 2022/23

Focus Entertainment achieved record-breaking financial results for the 2022/23 fiscal year, reporting a 36.2% increase in revenue to €194.1 million and a significant rise in net income to €7.3 million.

  • Focus Entertainment achieved record-breaking fiscal 2022/23 results, with revenue growing 36.2% to €194.1 million and net income rising to €7.3 million.
  • The company is executing a strategy to transition into a vertically integrated 'federation of talent,' supported by a pipeline of 46 games planned for release over the next three years.
  • Investment in game development nearly doubled to €65.1 million, while net intangible assets grew to €118.3 million following the acquisitions of BlackMill Games, Black Soup GmbH, and Dovetail Games.
Pullup EntertainmentMar 2023
Cover of Pullup Entertainment Half Year 2022/2023 Results
Financial report7 pages

Pullup Entertainment Half Year 2022/2023 Results

Pullup Entertainment’s half-year results for the 2022/2023 fiscal period demonstrate a robust financial performance aligned with group expectations.

  • Pullup Entertainment reported 65.5 million euros in total revenue for the first half of 2022/2023, driven by the launch of Teenage Mutant Ninja Turtles: Shredder's Revenge and the acquisition of BlackMill Games.
  • EBITA grew by nearly 50% year-over-year to 10.9 million euros, while EBITDA reached 18.9 million euros, representing a 29% margin.
  • The company invested 37.5 million euros into intangible assets for game development, signaling an accelerated commitment to its production pipeline.
Pullup EntertainmentDec 2022
Cover of Focus Entertainment: Half-Year 2021/2022 Results and Q3 Revenue
Financial report11 pages

Focus Entertainment: Half-Year 2021/2022 Results and Q3 Revenue

Focus Entertainment’s financial results for the first half of the 2021/2022 fiscal year, ending September 30, 2021, reflect a period of strategic transition characterized by significant corporate acquisitions and capital restructuring.

  • Focus Entertainment reported 85.1 million euros in revenue for the first half of fiscal year 2021/2022, an 18% decrease compared to the previous year, with operating income at 7.3 million euros.
  • Year-to-date revenue reached 122.3 million euros by the end of Q3, driven by the console release of 'Insurgency: Sandstorm' and consistent back-catalogue performance.
  • The company successfully executed a 70.4 million euro capital increase in May 2021, which more than doubled total equity to 142.6 million euros.
Pullup EntertainmentJan 2022