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Tags: Kingdom Come: Deliverance; Warhorse Studios
Warhorse Studios' medieval open world action-RPG Kingdom Come: Deliverance was released a year ago and became an immediate commercial success despite the best efforts of insipid cultural commissars. Since then the game has seen win after win. It's gotten three DLCs with another on the way, Warhorse have been acquired for a cool 33M Euros for their efforts, and it even won second place in our 2018 GOTY awards. How then can it be that it never received a proper Codex review? I assume PorkyThePaladin was wondering that himself, which is why he decided to write one. Porky finds Kingdom Come to be a wonderfully realized medieval adventure - albeit one that comes short of achieving true greatness, due to both combat balance issues and more intractably, a lack of narrative agency. Here's an excerpt from his review:
Read the full article: RPG Codex Review: Kingdom Come: Deliverance
Warhorse Studios' medieval open world action-RPG Kingdom Come: Deliverance was released a year ago and became an immediate commercial success despite the best efforts of insipid cultural commissars. Since then the game has seen win after win. It's gotten three DLCs with another on the way, Warhorse have been acquired for a cool 33M Euros for their efforts, and it even won second place in our 2018 GOTY awards. How then can it be that it never received a proper Codex review? I assume PorkyThePaladin was wondering that himself, which is why he decided to write one. Porky finds Kingdom Come to be a wonderfully realized medieval adventure - albeit one that comes short of achieving true greatness, due to both combat balance issues and more intractably, a lack of narrative agency. Here's an excerpt from his review:
On top of the things mentioned before, KCD is full of interesting systems and simulation aspects. Aside from the deep combat system talked about earlier, there is fairly deep NPC behavior. At night, NPCs go home and sleep in their beds, taking off their day clothes. If they must go out, they will walk with torches or candle lamps. In the morning, they have breakfast in their homes and go outside, typically to their workplace. Farmers work the land, blacksmiths pound on metal, millers carry sacks around, and guards patrol the streets and roads. In the evenings, men often go to taverns and drink or play dice games. Women sweep the houses or streets. There are a lot of little custom touches that really make the world feel alive. There are even dogs and pigs walking around, or lounging under the sun. The AI is also good enough to run away from trouble, raise an alarm if it sees you doing shady things, close and lock doors when needed, and other such things.
There is an in-depth stealth and subterfuge system. You can sneak by staying out of sight and hearing, which is affected not only by your stats in the relevant skills, but also by what you are wearing. Put on soft, dark clothes, and you will make virtually no noise and blend into the night. Try sneaking in a suit of plate mail, on the other hand, and you will make enough noise to bring the entire Cuman army down your way. Correct clothes can also serve as a disguise, allowing you to enter hostile areas, for instance wearing Cuman armor will let you infiltrate an enemy camp in one of the main quests. You can also perform sneak attacks if you catch an enemy unawares, and there is an interesting lockpicking system in play. To navigate it, you move the mouse around until finding the lock's sweet spot, and then rotate the lock with the D key, while at the same time using the mouse to keep the sweet spot moving so that it stays in the same place relative to the rest of the lock. Not exactly rocket science, but it's probably the most interesting lockpicking system I've seen so far in a game.
There is also a very interesting and deep charisma system. It is affected by many factors, such as the quality of your armor and clothing (a shining suit of plate will impress people a lot more than peasant rags), your deeds and stats/perks, whether or not your clothing and armor are repaired and in good condition, or torn apart and covered with dirt and blood, if your weapon is covered in blood (this helps to intimidate people), when was the last time you bathed, and other such factors. The humorously designed perks add to this in various ways. For instance, there is one perk that makes your character more attractive to the opposite sex if he doesn't shower a certain amount of time. On the other hand, the stench is so strong, that your stealth is reduced by 30%.
Horse-riding is another in-depth system, with your skill at Horsemanship, and various equipment such as different types of saddles, reins and horseshoes affecting how well your horse can "handle", and how fast it can go. Horses themselves can be purchased (you get one free one in the beginning), and have different stats in different areas. They can also be outfitted with caparisons for that medieval knight steed look.
Even something like sharpening your sword is a detailed activity, as is alchemy and gambling. Reading is something that has to be learned, and until you do, manuscripts will appear as gibberish to you when you try to read them.
There is an in-depth stealth and subterfuge system. You can sneak by staying out of sight and hearing, which is affected not only by your stats in the relevant skills, but also by what you are wearing. Put on soft, dark clothes, and you will make virtually no noise and blend into the night. Try sneaking in a suit of plate mail, on the other hand, and you will make enough noise to bring the entire Cuman army down your way. Correct clothes can also serve as a disguise, allowing you to enter hostile areas, for instance wearing Cuman armor will let you infiltrate an enemy camp in one of the main quests. You can also perform sneak attacks if you catch an enemy unawares, and there is an interesting lockpicking system in play. To navigate it, you move the mouse around until finding the lock's sweet spot, and then rotate the lock with the D key, while at the same time using the mouse to keep the sweet spot moving so that it stays in the same place relative to the rest of the lock. Not exactly rocket science, but it's probably the most interesting lockpicking system I've seen so far in a game.
There is also a very interesting and deep charisma system. It is affected by many factors, such as the quality of your armor and clothing (a shining suit of plate will impress people a lot more than peasant rags), your deeds and stats/perks, whether or not your clothing and armor are repaired and in good condition, or torn apart and covered with dirt and blood, if your weapon is covered in blood (this helps to intimidate people), when was the last time you bathed, and other such factors. The humorously designed perks add to this in various ways. For instance, there is one perk that makes your character more attractive to the opposite sex if he doesn't shower a certain amount of time. On the other hand, the stench is so strong, that your stealth is reduced by 30%.
Horse-riding is another in-depth system, with your skill at Horsemanship, and various equipment such as different types of saddles, reins and horseshoes affecting how well your horse can "handle", and how fast it can go. Horses themselves can be purchased (you get one free one in the beginning), and have different stats in different areas. They can also be outfitted with caparisons for that medieval knight steed look.
Even something like sharpening your sword is a detailed activity, as is alchemy and gambling. Reading is something that has to be learned, and until you do, manuscripts will appear as gibberish to you when you try to read them.
[...] KCD is not a game like Fallout or Arcanum or New Vegas, where you can side with different factions, or complete the entire game without combat. The high level plot is locked in and will flow the same way regardless. You are Henry, and you will side with Radzig Kobyla and fight againts the forces of Sigismund, the Red Fox. While you can use diplomacy and speech and charisma at times to avoid combat, or at other times and with other builds, use your stealth and subterfuge skills to get what you need, you can never truly build a character around these things, and get through the game that way. At some points, you will have to fight. So from a strictly traditional RPG view, KCD would definitely be lacking in this regard. And yet, within that somewhat restricting narrative and mechanical structure, the game still manages to feel rather free and open-ended. This is partially due to being open world, of course, since at any given moment, you can travel in any direction, and choose to focus on various side quests or activities, should you not feel drawn to the main quest at that time. But aside from that, the way the quests are constructed, there is often some choice to be had on the micro level.
You can barge in and fight, occasionally sneak around and use cunning, or talk your way through some (but not all) situations. Sometimes you can pay your way around an obstacle. Sometimes you can poison your enemies so you don't have to fight them all. Or you can at least decide to fight them in melee, at range, or at range while riding your horse away. You can forgive your enemies and let them go once they surrender, or finish them off. You can dress yourself in different ways, do things in different order, or tackle problems in novel ways. So even though the overall story of the game will always be the same, and you won't always be able to handle things in different ways, the underlying details are varied enough to provide you with a feeling of a dynamic world.
For such a large game, there are not a huge number of quests, around eighty or so, but they are all very beefy. There are no fetch quests here, just substantial missions with a lot of stuff to do and many phases to them. For example, in one of the early game quests, you are supposed to go on a hunt with a young nobleman. So you travel to some woods together, and after an exchange of "pleasantries", the first phase of this quest revolves around a competition to see who can shoot down more rabbits within several hours. Once that's done, you embark on a boar hunt, and the noble rides off on his horse hot on the trail. Being horseless, you quickly lose track of him and must now find him in the large expanse of the forest. This is the second phase. Once you track him down, you realize he has been captured by two Cuman bandits. So at this point, the third phase begins, where you must either defeat them in combat to free him, or to sneak in and untie him, escaping together. So this one quest involves hunting, conversations, exploration, combat and/or stealth. And this is by no means an outlier, as pretty much all the other quests are similar in terms of not just being a simple "go to A, do B" type of quest, but rather involving multiple steps, and combinations of dialogue, combat, exploration and optionally (and only at times) stealth, diplomacy, and other approaches.
On the flip side, as mentioned above, people who love Fallout/Arcanum/Bloodlines type quests will find KCD quests not providing them with enough choice on a regular enough basis. There are some great ones in KCD in this regard, that allow the player to use their build to progress in completely different ways, including combat, speech, intimidation, stealth, or trickery. And yet, in many other situations, your hands will be a lot more tied, and you will have to resort to the more standard combination of combat, exploration, and limited-choice dialogue to get where you are going. So if having all or most quests be approachable from many different directions and to have all of this tightly tied to your character build is what's most important about RPGs for you, KCD might not be a game that will scratch that particular itch.
You can barge in and fight, occasionally sneak around and use cunning, or talk your way through some (but not all) situations. Sometimes you can pay your way around an obstacle. Sometimes you can poison your enemies so you don't have to fight them all. Or you can at least decide to fight them in melee, at range, or at range while riding your horse away. You can forgive your enemies and let them go once they surrender, or finish them off. You can dress yourself in different ways, do things in different order, or tackle problems in novel ways. So even though the overall story of the game will always be the same, and you won't always be able to handle things in different ways, the underlying details are varied enough to provide you with a feeling of a dynamic world.
For such a large game, there are not a huge number of quests, around eighty or so, but they are all very beefy. There are no fetch quests here, just substantial missions with a lot of stuff to do and many phases to them. For example, in one of the early game quests, you are supposed to go on a hunt with a young nobleman. So you travel to some woods together, and after an exchange of "pleasantries", the first phase of this quest revolves around a competition to see who can shoot down more rabbits within several hours. Once that's done, you embark on a boar hunt, and the noble rides off on his horse hot on the trail. Being horseless, you quickly lose track of him and must now find him in the large expanse of the forest. This is the second phase. Once you track him down, you realize he has been captured by two Cuman bandits. So at this point, the third phase begins, where you must either defeat them in combat to free him, or to sneak in and untie him, escaping together. So this one quest involves hunting, conversations, exploration, combat and/or stealth. And this is by no means an outlier, as pretty much all the other quests are similar in terms of not just being a simple "go to A, do B" type of quest, but rather involving multiple steps, and combinations of dialogue, combat, exploration and optionally (and only at times) stealth, diplomacy, and other approaches.
On the flip side, as mentioned above, people who love Fallout/Arcanum/Bloodlines type quests will find KCD quests not providing them with enough choice on a regular enough basis. There are some great ones in KCD in this regard, that allow the player to use their build to progress in completely different ways, including combat, speech, intimidation, stealth, or trickery. And yet, in many other situations, your hands will be a lot more tied, and you will have to resort to the more standard combination of combat, exploration, and limited-choice dialogue to get where you are going. So if having all or most quests be approachable from many different directions and to have all of this tightly tied to your character build is what's most important about RPGs for you, KCD might not be a game that will scratch that particular itch.
Read the full article: RPG Codex Review: Kingdom Come: Deliverance