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Kingdom Come 2 - Your Same-Sex Adventure Awaits!

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Post by Zothique »

Roguey wrote: August 22nd, 2024, 12:20
Every person I've seen with Jewish heritage who wasn't allowed in the club because they weren't matrilineal has been mentally Jewish. The neuroticism is either inherited, a product of upbringing, or a mix of both.
Aren't you a ******/****** lover? You don't have much room to talk about anything.
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Post by Roguey »

Zothique wrote: August 22nd, 2024, 19:57
Aren't you a ******/****** lover? You don't have much room to talk about anything.
I observe things and make note of them.

Though it is true I was speaking of people with Jewish fathers. I'm not sure how this plays out the more it gets diluted. I myself have 0% Jewish DNA.
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Post by aweigh »

journos trying to pre-emptively stain KCD2

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Post by rusty_shackleford »

aweigh wrote: August 23rd, 2024, 03:16
journos trying to pre-emptively stain KCD2

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The concept of homosexuality didn't even exist until less than a century ago.
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Post by Xenich »

CSM-101 wrote: August 20th, 2024, 00:21
My only question is if it will have 3rd person or not. I ******* hate first person melee.
3rd person takes away many game play elements.

With 3rd person, you can see around you, behind you, and swing around corners to look before exposing yourself easily.

This allows you early detection when someone flanks you.

It allows for easier scouting around corners without exposing yourself.

In combat, it gives you clear view of your surrounding points of weakness.

While I agree, there are a lot of bad implementations of First person (perspective, combat feel and flow, etc...), KCD did pretty good in this area and it felt pretty natural.
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Post by CSM-101 »

Xenich wrote: August 23rd, 2024, 17:47
CSM-101 wrote: August 20th, 2024, 00:21
My only question is if it will have 3rd person or not. I ******* hate first person melee.
3rd person takes away many game play elements.

With 3rd person, you can see around you, behind you, and swing around corners to look before exposing yourself easily.

This allows you early detection when someone flanks you.

It allows for easier scouting around corners without exposing yourself.

In combat, it gives you clear view of your surrounding points of weakness.

While I agree, there are a lot of bad implementations of First person (perspective, combat feel and flow, etc...), KCD did pretty good in this area and it felt pretty natural.
Sure but I would like an option to choose. Having third person doesn't automatically make it game journalist mode, I just prefer melee fighting in that perspective. And I like seeing my outfit.
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Post by rusty_shackleford »

Xenich wrote: August 23rd, 2024, 17:47
CSM-101 wrote: August 20th, 2024, 00:21
My only question is if it will have 3rd person or not. I ******* hate first person melee.
3rd person takes away many game play elements.

With 3rd person, you can see around you, behind you, and swing around corners to look before exposing yourself easily.

This allows you early detection when someone flanks you.

It allows for easier scouting around corners without exposing yourself.

In combat, it gives you clear view of your surrounding points of weakness.

While I agree, there are a lot of bad implementations of First person (perspective, combat feel and flow, etc...), KCD did pretty good in this area and it felt pretty natural.
First person with one camera cannot come close to representing a human's field of vision, the idea that it's more "immersive" is bunk unless you happen to only have one eye and bad peripheral vision with it.
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Post by Oyster Sauce »

rusty_shackleford wrote: August 23rd, 2024, 18:03
Xenich wrote: August 23rd, 2024, 17:47
CSM-101 wrote: August 20th, 2024, 00:21
My only question is if it will have 3rd person or not. I ******* hate first person melee.
3rd person takes away many game play elements.

With 3rd person, you can see around you, behind you, and swing around corners to look before exposing yourself easily.

This allows you early detection when someone flanks you.

It allows for easier scouting around corners without exposing yourself.

In combat, it gives you clear view of your surrounding points of weakness.

While I agree, there are a lot of bad implementations of First person (perspective, combat feel and flow, etc...), KCD did pretty good in this area and it felt pretty natural.
First person with one camera cannot come close to representing a human's field of vision, the idea that it's more "immersive" is bunk unless you happen to only have one eye and bad peripheral vision with it.
Games have had neck turning for many moons
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Post by rusty_shackleford »

Oyster Sauce wrote: August 23rd, 2024, 18:20
rusty_shackleford wrote: August 23rd, 2024, 18:03
Xenich wrote: August 23rd, 2024, 17:47


3rd person takes away many game play elements.

With 3rd person, you can see around you, behind you, and swing around corners to look before exposing yourself easily.

This allows you early detection when someone flanks you.

It allows for easier scouting around corners without exposing yourself.

In combat, it gives you clear view of your surrounding points of weakness.

While I agree, there are a lot of bad implementations of First person (perspective, combat feel and flow, etc...), KCD did pretty good in this area and it felt pretty natural.
First person with one camera cannot come close to representing a human's field of vision, the idea that it's more "immersive" is bunk unless you happen to only have one eye and bad peripheral vision with it.
Games have had neck turning for many moons
What does that have to do with a human's vision?
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Post by Roguey »

rusty_shackleford wrote: August 23rd, 2024, 11:44
The concept of homosexuality didn't even exist until less than a century ago.
There are rules against it in the Old Testament though.
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Post by Xenich »

rusty_shackleford wrote: August 23rd, 2024, 18:03
Xenich wrote: August 23rd, 2024, 17:47
CSM-101 wrote: August 20th, 2024, 00:21
My only question is if it will have 3rd person or not. I ******* hate first person melee.
3rd person takes away many game play elements.

With 3rd person, you can see around you, behind you, and swing around corners to look before exposing yourself easily.

This allows you early detection when someone flanks you.

It allows for easier scouting around corners without exposing yourself.

In combat, it gives you clear view of your surrounding points of weakness.

While I agree, there are a lot of bad implementations of First person (perspective, combat feel and flow, etc...), KCD did pretty good in this area and it felt pretty natural.
First person with one camera cannot come close to representing a human's field of vision, the idea that it's more "immersive" is bunk unless you happen to only have one eye and bad peripheral vision with it.
Not the point, though I could argue that with some very wide screens or multi-monitor setups you can get close enough for the width perspective to make the difference not an issue (I use triple monitors that cover my peripheral).

Main point is that if the cost is to cheese game play because you can't have a "realistic" view, well... it isn't worth it to me personally.

Not being able to see around corners until you actually poke your head around is key I think in game play. So is not being able to see directly behind you or at the apex of your flank. Even if not "realistic", it provides a nice element of surprise and danger that I think is completely lost in 3rd person games.
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Post by Xenich »

Roguey wrote: August 23rd, 2024, 19:06
rusty_shackleford wrote: August 23rd, 2024, 11:44
The concept of homosexuality didn't even exist until less than a century ago.
There are rules against it in the Old Testament though.
Maybe he means as a societal convention of acceptance and recognition, not simply the vile act of perversion?
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Post by Acrux »

rusty_shackleford wrote: August 23rd, 2024, 18:03
Xenich wrote: August 23rd, 2024, 17:47
CSM-101 wrote: August 20th, 2024, 00:21
My only question is if it will have 3rd person or not. I ******* hate first person melee.
3rd person takes away many game play elements.

With 3rd person, you can see around you, behind you, and swing around corners to look before exposing yourself easily.

This allows you early detection when someone flanks you.

It allows for easier scouting around corners without exposing yourself.

In combat, it gives you clear view of your surrounding points of weakness.

While I agree, there are a lot of bad implementations of First person (perspective, combat feel and flow, etc...), KCD did pretty good in this area and it felt pretty natural.
First person with one camera cannot come close to representing a human's field of vision, the idea that it's more "immersive" is bunk unless you happen to only have one eye and bad peripheral vision with it.
I just don't like 3rd person because it gives me vertigo. First person doesn't for whatever reason.
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Post by rusty_shackleford »

Roguey wrote: August 23rd, 2024, 19:06
rusty_shackleford wrote: August 23rd, 2024, 11:44
The concept of homosexuality didn't even exist until less than a century ago.
There are rules against it in the Old Testament though.
Homosexual acts is not the same as the idea of homosexuals living together as a couple.
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Post by Oyster Sauce »

I refuse to believe that these crabwalking ******* are based in reality

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Post by DagothGeas5 »

Oyster Sauce wrote: August 24th, 2024, 04:06
I refuse to believe that these crabwalking ******* are based in reality

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Last edited by Finarfin on August 27th, 2024, 23:20, edited 1 time in total.
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Post by Brother Michael »

Oyster Sauce wrote: August 24th, 2024, 04:06
I refuse to believe that these crabwalking ******* are based in reality

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Post by wndrbr »

Oyster Sauce wrote: August 24th, 2024, 04:06
I refuse to believe that these crabwalking ******* are based in reality

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Post by Oyster Sauce »

wndrbr wrote: August 28th, 2024, 05:37
Oyster Sauce wrote: August 24th, 2024, 04:06
I refuse to believe that these crabwalking ******* are based in reality

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if anyone crouch walks towards me they're getting their teeth kicked in
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Post by gerey »

The primary reason why most drawings and paintings of medieval martial arts look so goofy is that they're usually depicting whatever move the fighter is trying to pull at its apex (probably).

Then again, quite a few of the surviving treatises on the subject were written by the medieval equivalent of modern gurus - you know the kind, the YouTube grifters of the survival/gunsphere with the ******** hot takes. A soldier in a pitched battle probably didn't give much of a **** about the "proper" stance et al.

Take a look at how people (even law-enforcement) were being taught to shoot a mere 100 years ago, and how long it took for modern firearm techniques to become the standard.

There's also the problem that most of the medieval fighting techniques have not been actively practiced in over 500 years, and any attempt to replicate them is a combination of HEMA best practices, biomechanics and wishful thinking, and even then we're probably getting it wrong.

A lot of martial arts have experienced degradation over time as their use shifted from combat use, to a sport - there's a huge difference between training to know how to kill someone, and training on how to score points.
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Post by Roguey »

I hope you like long talky movie games



Yesterday, we were counting with our lead designer Prokop Jirsa, how much we actually wrote for KCD2. So guess how big the script is?

2 200 000 WORDS!
Or 11,000 typical screenwriting pages.
That's a 100 scripts for a typical two-hour movie.
Or about 25 average novels.

It seems that I am a record holder for a most explicit game ever written (Mafia II) and now it seems, that we also written the longest script ever for a videogame, longer than Baldurs Gate 3. :)

I really disliked the ending of KCD where you're forced to sit through a meeting while characters go on and on about international politics I don't care about. Hope it's not more of that, The Phantom Menace in medieval Europe.

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Post by Brother Michael »

Woke game that makes you cooperate with libertine hussite instead of using him as tinder
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Post by 1998 »

New update, not terribly interesting though.

Kingdom Come: Deliverance II - Shape and evolve Henry your way

Image

Shape and evolve Henry your way

While the world of Kingdom Come: Deliverance II is handcrafted to be a historically accurate and deeply immersive medieval Bohemia, the game’s main character - Henry - is something of a blank canvas for you to complete as his story unfolds. Henry is a young man who has yet to develop deeply entrenched views of the world. As such, you’re free to develop his skills, morality and personality in ways that reflect both your own unique values and the deep gameplay principles of the Kingdom Come: Deliverance universe: that Henry’s skills level up as he uses them.

For example, as you master a weapon in any given class, your basic capability with other weapons within that class also improves, which then gives you access to new combat techniques. Master the darker arts of stealth and you’ll find it easier to distract guards and make effective use of disguises as you complete your deadly work in the shadows. Hone your blacksmithing and alchemy skills and your crafted items become more powerful.

As well as practising these skills (and countless others), additional progress comes from the discoveries you make in the world. You’ll find teachers willing to share a little of their expertise, or quests that reward exceptional knowledge. However you choose to progress through the ranks of each skill, you’ll feel the power and possibilities that come from true mastery of your craft.

In addition to these core skills, you’ll also uncover a host of perks throughout your journey: for example, you might learn how to enter berserk mode when your health is low, or find it easier to distract guard dogs, or prove more effective at charming the opposite sex; once learned, these perks remain active and add further flavour to your unique experience of Henry’s world.

Image

Crucially, that world reacts to how you make use of these skills. Kingdom Come: Deliverance II is a proudly traditional RPG that’s driven, first and foremost, by its underlying systems, rather than heavily scripted encounters. In other words, this is a world that remembers your actions and the choices you make and pushes back against you accordingly. Each inhabitant of this sprawling world is a real character, with their own motivations, emotions and experiences of 15th-century life. Present yourself to them bloodied and bruised from battle and they’ll judge you accordingly. Choose to kill an ally of theirs and they’ll shun you.

If you choose to commit crimes under cover of darkness, you may well go unpunished; but the world will nevertheless react to the threat you’ve introduced to their lives. The now-fearful locals will arm themselves, the guards will become more vigilant, and the shopkeepers will increase the price of their goods.

Not every moral issue is a question of law and order and some of the decisions you’ll face weigh temptation against personal corruption. Choose the morally questionable path and you may gain a distinct advantage, but at what cost? It’s your longer-term investment in your own personal Henry that gives these dilemmas their true weight and meaning.

Your Henry is uniquely yours. From the skills you master, to how you choose to flaunt those skills in a complex world, Kingdom Come: Deliverance II is built from the ground up to provide a richly immersive experience unlike any other in gaming.

Image
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Post by Xenich »

Oyster Sauce wrote: August 28th, 2024, 05:39
wndrbr wrote: August 28th, 2024, 05:37
Oyster Sauce wrote: August 24th, 2024, 04:06
I refuse to believe that these crabwalking ******* are based in reality

Image
Image
if anyone crouch walks towards me they're getting their teeth kicked in
Horse stance, though as @gerey mentioned, likely over exaggerated in walking around as such and drawings will often over exaggerate to display clear form, but if you ever see wrestlers of old, their stances of moving around is similar.

When training, often horse stances are pushed beyond to strengthen mobility to a lower stance with full control. Many holds to place the opponent off balance and take full control will rely on a hold/grab and dropping to a full horse stance. With weapons, certain attacks or defenses may require a full stance to repel or lunge. It may look odd, but effective depending on the situation, but like was said, this particular technique may be an over representation of the fighting style. Hard to say until the full mechanics are reasoned to their purpose.
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Post by Unhelpful Contrarian »

Roguey wrote: September 6th, 2024, 15:53
I hope you like long talky movie games



Yesterday, we were counting with our lead designer Prokop Jirsa, how much we actually wrote for KCD2. So guess how big the script is?

2 200 000 WORDS!
Or 11,000 typical screenwriting pages.
That's a 100 scripts for a typical two-hour movie.
Or about 25 average novels.

It seems that I am a record holder for a most explicit game ever written (Mafia II) and now it seems, that we also written the longest script ever for a videogame, longer than Baldurs Gate 3. :)
I really disliked the ending of KCD where you're forced to sit through a meeting while characters go on and on about international politics I don't care about. Hope it's not more of that, The Phantom Menace in medieval Europe.

I find it odd how game developers brag about there word count, like who gives a **** if it’s 2,000,000 or 2,000 words.What matters is quality of the story content not the quantity.


It’s like praising movies being a 4 hour snooze feast and saying “You know movie is absolute dogshite but hey at lest its’ long dogshite”

Just backwards *** thinking.

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Post by rusty_shackleford »

going to make a game that's just an interactive text file with 30 million words so I can claim to have made the game with the longest script in it
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Post by Val the Moofia Boss »

1998 wrote: October 4th, 2024, 17:51
New update, not terribly interesting though.

Kingdom Come: Deliverance II - Shape and evolve Henry your way

Image

Shape and evolve Henry your way

While the world of Kingdom Come: Deliverance II is handcrafted to be a historically accurate and deeply immersive medieval Bohemia, the game’s main character - Henry - is something of a blank canvas for you to complete as his story unfolds. Henry is a young man who has yet to develop deeply entrenched views of the world. As such, you’re free to develop his skills, morality and personality in ways that reflect both your own unique values and the deep gameplay principles of the Kingdom Come: Deliverance universe: that Henry’s skills level up as he uses them.

For example, as you master a weapon in any given class, your basic capability with other weapons within that class also improves, which then gives you access to new combat techniques. Master the darker arts of stealth and you’ll find it easier to distract guards and make effective use of disguises as you complete your deadly work in the shadows. Hone your blacksmithing and alchemy skills and your crafted items become more powerful.

As well as practising these skills (and countless others), additional progress comes from the discoveries you make in the world. You’ll find teachers willing to share a little of their expertise, or quests that reward exceptional knowledge. However you choose to progress through the ranks of each skill, you’ll feel the power and possibilities that come from true mastery of your craft.

In addition to these core skills, you’ll also uncover a host of perks throughout your journey: for example, you might learn how to enter berserk mode when your health is low, or find it easier to distract guard dogs, or prove more effective at charming the opposite sex; once learned, these perks remain active and add further flavour to your unique experience of Henry’s world.

Image

Crucially, that world reacts to how you make use of these skills. Kingdom Come: Deliverance II is a proudly traditional RPG that’s driven, first and foremost, by its underlying systems, rather than heavily scripted encounters. In other words, this is a world that remembers your actions and the choices you make and pushes back against you accordingly. Each inhabitant of this sprawling world is a real character, with their own motivations, emotions and experiences of 15th-century life. Present yourself to them bloodied and bruised from battle and they’ll judge you accordingly. Choose to kill an ally of theirs and they’ll shun you.

If you choose to commit crimes under cover of darkness, you may well go unpunished; but the world will nevertheless react to the threat you’ve introduced to their lives. The now-fearful locals will arm themselves, the guards will become more vigilant, and the shopkeepers will increase the price of their goods.

Not every moral issue is a question of law and order and some of the decisions you’ll face weigh temptation against personal corruption. Choose the morally questionable path and you may gain a distinct advantage, but at what cost? It’s your longer-term investment in your own personal Henry that gives these dilemmas their true weight and meaning.

Your Henry is uniquely yours. From the skills you master, to how you choose to flaunt those skills in a complex world, Kingdom Come: Deliverance II is built from the ground up to provide a richly immersive experience unlike any other in gaming.

Image
Interesting. Wonder how far this will go. One of my complaints with KCD1 was that I played as a thief who kept riding back and forth between the two towns cleaning out their smithys until one day I was seen, and then proceeded to become a mass murderer who got on a horse and galloped at everyone in town and in the monastery and thrusted my hammer into their skills. Then I went back to the story where Henry is being treated as a good young man. The set protagonist personality did not work with the sandbox nature of the game where you could commit evil. It was also strange when I eventually did get captured after my village massacre, only to get thrown in jail for two weeks and then got let out like nothing happened, rather than killed on the spot or hanged in town and forced to reload, though perhaps the save system got in the way of that.

Would be interesting if you committed more acts of evil, Henry would have different dialogue in the story. Speaking more cynically and selfcentered, not thanking people, and the upstanding characters reacted to him more warily or shunned him and was driven or even attracted to working with the more evil characters.
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Post by Unhelpful Contrarian »

Val the Moofia Boss wrote: October 6th, 2024, 23:37
1998 wrote: October 4th, 2024, 17:51
New update, not terribly interesting though.

Kingdom Come: Deliverance II - Shape and evolve Henry your way

Image

Shape and evolve Henry your way

While the world of Kingdom Come: Deliverance II is handcrafted to be a historically accurate and deeply immersive medieval Bohemia, the game’s main character - Henry - is something of a blank canvas for you to complete as his story unfolds. Henry is a young man who has yet to develop deeply entrenched views of the world. As such, you’re free to develop his skills, morality and personality in ways that reflect both your own unique values and the deep gameplay principles of the Kingdom Come: Deliverance universe: that Henry’s skills level up as he uses them.

For example, as you master a weapon in any given class, your basic capability with other weapons within that class also improves, which then gives you access to new combat techniques. Master the darker arts of stealth and you’ll find it easier to distract guards and make effective use of disguises as you complete your deadly work in the shadows. Hone your blacksmithing and alchemy skills and your crafted items become more powerful.

As well as practising these skills (and countless others), additional progress comes from the discoveries you make in the world. You’ll find teachers willing to share a little of their expertise, or quests that reward exceptional knowledge. However you choose to progress through the ranks of each skill, you’ll feel the power and possibilities that come from true mastery of your craft.

In addition to these core skills, you’ll also uncover a host of perks throughout your journey: for example, you might learn how to enter berserk mode when your health is low, or find it easier to distract guard dogs, or prove more effective at charming the opposite sex; once learned, these perks remain active and add further flavour to your unique experience of Henry’s world.

Image

Crucially, that world reacts to how you make use of these skills. Kingdom Come: Deliverance II is a proudly traditional RPG that’s driven, first and foremost, by its underlying systems, rather than heavily scripted encounters. In other words, this is a world that remembers your actions and the choices you make and pushes back against you accordingly. Each inhabitant of this sprawling world is a real character, with their own motivations, emotions and experiences of 15th-century life. Present yourself to them bloodied and bruised from battle and they’ll judge you accordingly. Choose to kill an ally of theirs and they’ll shun you.

If you choose to commit crimes under cover of darkness, you may well go unpunished; but the world will nevertheless react to the threat you’ve introduced to their lives. The now-fearful locals will arm themselves, the guards will become more vigilant, and the shopkeepers will increase the price of their goods.

Not every moral issue is a question of law and order and some of the decisions you’ll face weigh temptation against personal corruption. Choose the morally questionable path and you may gain a distinct advantage, but at what cost? It’s your longer-term investment in your own personal Henry that gives these dilemmas their true weight and meaning.

Your Henry is uniquely yours. From the skills you master, to how you choose to flaunt those skills in a complex world, Kingdom Come: Deliverance II is built from the ground up to provide a richly immersive experience unlike any other in gaming.

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Interesting. Wonder how far this will go. One of my complaints with KCD1 was that I played as a thief who kept riding back and forth between the two towns cleaning out their smithys until one day I was seen, and then proceeded to become a mass murderer who got on a horse and galloped at everyone in town and in the monastery and thrusted my hammer into their skills. Then I went back to the story where Henry is being treated as a good young man. The set protagonist personality did not work with the sandbox nature of the game where you could commit evil. It was also strange when I eventually did get captured after my village massacre, only to get thrown in jail for two weeks and then got let out like nothing happened, rather than killed on the spot or hanged in town and forced to reload, though perhaps the save system got in the way of that.

Would be interesting if you committed more acts of evil, Henry would have different dialogue in the story. Speaking more cynically and selfcentered, not thanking people, and the upstanding characters reacted to him more warily or shunned him and was driven or even attracted to working with the more evil characters.

I’m skeptical. Remember when the first game got Kickstarted and they were saying the exact same thing but was very underwhelmed in the final result of choosing your unique Henry by your actions.
Last edited by Unhelpful Contrarian on October 7th, 2024, 00:31, edited 1 time in total.