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Charles Green
Charles Green

Kingdom Come Deliverance


The story takes place during a war in Bohemia in 1403, in the times of King Wenceslaus IV. On the orders of Hungarian king Sigismund, half-brother of Wenceslaus, Cuman mercenaries raid the mining village of Skalitz, a major source of silver. One of the survivors of the resulting massacre is Henry, the son of a blacksmith. Destitute and vengeful, Henry joins the service of Lord Radzig Kobyla, who leads a resistance movement against Sigismund's invasion. As Henry pursues justice for his murdered family, he becomes involved in an effort to restore Bohemia's rightful king and Sigismund's half-brother, Wenceslaus IV, to the throne. The game features branching quest lines, an open world environment, and period-accurate weapons, clothing, combat techniques, and architecture (recreated with the assistance of architects and historians), which encourages immersive gameplay.




Kingdom Come Deliverance



Character bodies and faces are created through the combination of multiple, individual pieces with finishing touches. The clothing system features 16 item slots and items on many areas of the body that can be layered.[1] For example, a heavily armored knight may on his upper body wear a gambeson, followed by mail and plate armour, with a tabard or surcoat over top, for a total of four clothing items in the chest slots. Each clothing type provides different levels of protection against different types of weapons. Clothing also gets progressively more worn, dirty, or bloody through use, affecting the character's appearance. The player is able to use a variety of weapons, including swords, knives, axes, hammers, and bows.[3] Horses are featured heavily in the game, and are designed to act with their own AI while under the player's control, moving or jumping to avoid small obstacles or dangers. The player can also fight from horseback and use their steed to carry items if they need additional inventory space, but warhorses are also competent combatants with their own AI. Steeds come with five slots for armor and attachments.


Seeking to recover his father's sword and avenge his parents, Henry enters the service of Sir Hanush of Leipa, acting Lord of Rattay and guardian to his young nephew, Lord Hans Capon. After saving Capon from Cumans during a hunting trip, Henry becomes Radzig's envoy. Henry then helps investigate a bandit raid on a local stud farm in Neuhof, which leads him to a concealed camp in Pribyslavitz sheltering bandits and Cumans, Runt being among them. Henry helps Radzig's and Divish's soldiers overwhelm the camp and kills Runt after a duel, but fails to locate his father's sword.


The project that was to become Kingdom Come: Deliverance began with a pitch by Daniel Vávra, who had left 2K Czech in 2009. With a small team he began seeking investors for the project. Vávra's pitch brought on board Martin Klíma, founder of Altar Games, but pitches to major investors in the Czech Republic were not successful. The team was preparing to abandon the project when a successful pitch to a private investor, the Czech billionaire Zdeněk Bakala, secured funding to develop a prototype of the game. Warhorse Studios was founded on 21 July 2011.[8]


Even if we treat every historical source and piece of research as acting in good faith, there will always be contradictions and gaps. If we take into consideration deliberate lies, as well as errors and misunderstandings, the picture becomes even more confused.


From the universe of Kingdom come: Deliverance, a single-player, first person, medieval open world RPG developed by Warhorse Studio, our official replicas are crafted and designed from original in-game assets. Made of safe foam, they are soft enough to ensure a safe usage in mock combat, but are firm enough for cosplay and prop usage.


Skills in Kingdom Come: Deliverance are generally increased by doing. You need to run and fight to increase endurance (stamina). You get better with a weapon by fighting with that weapon; better at archery with target practice or by hunting animals or humans with a bow. There are some additional boosts that come with leveling, but for the most part you have to do it if you want to become good at it.


You also run the risk of becoming an alcoholic, which impacts how your player controls, how every NPC perceives you, and more. If you become dependant on it, it could hinder your playthrough in a big way. This brings us to the other way to manually save your game: Sleep.


KINGDOM COME: DELIVERANCE leaves out action role-playing game tropes such as sorcery, monsters, fantastical settings, and a lone warrior destined to save the world. Instead, it provides a story plucked from history and is set in real-world locations with careful attention paid to architectural and social details. Players take on the role of Henry, a blacksmith's son in 15th century Kingdom of Bohemia (present-day Czech Republic), who must overcome the violent deaths of his parents and find his way in a country lost in political turmoil, where someone of his status has almost no power. As the story progresses, Henry advances through several jobs, starting off as a bailiff's assistant and a young lord's lackey. His tale isn't one of superhuman heroics and nation conquering, but instead the minutiae of how one ambitious and determined young man fits into a much bigger story. He'll gradually learn how to fight enemies, but just as important is how Henry interacts with those around him, which types of tasks he agrees to take on, and how he carries them out. Players also need to take into account his health and hygiene, observe natural day/night cycles, and maintain a limited inventory, all of which adds to the game's atmosphere of simulated medieval life.


Prague-based Warhorse Studios has boldly rewritten the book on what an action role-playing game can be. From combat to storytelling, Kingdom Come: Deliverance challenges players' preconceptions. Henry begins the game unable even to properly hack apart a wooden stick planted in the ground before him, and its only through much practice that he -- and players, who must learn an unusual sword-fighting system that involves directional attacking, blocking, and feinting -- becomes even a little bit better. His slow ascension from blacksmith's son to someone who commands a little more respect flies in the face of traditional RPGs, in which players inhabit characters who quickly transform into living legends with godlike combat abilities. Open-minded players may well find the game's painstaking simulation of medieval life -- from washing up in troughs to make Henry a little more presentable to learning how to read from a local scribe -- both fascinating and unprecedented.


The O2 universum will soon dominate the atmosphere of the Middle Ages. Musically, the idyll of Czech villages, church chants, the grandeur of castles and the blood and dirt of cruel wars come to life here. All this in the form of the soundtrack of one of the most successful Czech games, Kingdom Come: Deliverance.


It has a distinct learning curve, it is not something a casual gamer can just pick up and play, making it very much unlike Rockstar games, The Elder Scrolls IV and V, the modern Fallout games, Just Cause, Far Cry series, and most other open world games. New players certainly should not try Hardcore mode right off the bat, probably no one should. Hardcore mode is really only for those intimately familiar with the game. It is a proper hardcore mode that lives up to its name unlike the one in some of the aforementioned open world games, transforming the game into one that requires much more time and devotion, removing things such as fast traveling, tracking compass, tracking map (map becomes an actual map rather than a GPS), much of the active HUD in general, in addition to hardcore rebalancing that leans on realism. Read more about it here.


Not that Kingdom Come is the king of open worlds, but it justifies having one thanks to nonlinear quest design (specific examples to come) and the need to carry out actual investigations (especially on Hardcore mode), decent design of dynamic encounters, hunting and alchemy mechanics, and the occasional importance of time.


One missing role-playing element is a dynamic disguise system. This would have most come in handy during the Night Raid quest, if you could wear a disguise and then rely on Speech checks (and similar) to avoid detection. This game does have a per-settlement reputation system though. So you can be beloved in one place and disliked in another.


Kingdom Come has a very logical ruleset when it comes to stats and skills: ability scores include Strength, Agility, Vitality, and Speech, while derived stats include Charisma, Visibility, Conspicuousness, Noise, and Speed. All of these are self-explanatory and all of them are useful. This is not an RPG with worthless or redundant stats, which separates it from so many others. Stats, skills, and overall level are capped to 20, except for Visibility and Conspicuousness and Noise and Speed which are capped at 100.


You gain a perk for every other level in a stat and skill. Perks mostly have passive benefits, some are active however, and when it comes to weapon skills, most perks are indeed active as they unlock new attack combinations.


Though what I want much more than that is VR combat in the sequel. Imagine if Kingdom Come 2 plays like Blade and Sorcery, except with much more capable and dangerous AI and less exaggerated physics. That would be a dream come true.


Archery is similar to the melee combat in that at low levels, it is very slow and cumbersome, as it should be. When you level up, it becomes far more responsive in attack speed and steadiness. Your character truly becomes better at combat, not just via passive stat increases like every other RPG which is really half-assing on their part. Every action RPG needs to be designed this way.


There is a massive free, official texture upgrade that I recommend to those with the VRAM and graphics horsepower. Even with this upgrade though, environment textures are visibly outdated in one way: noticeable texture tiling. This is something that many Unreal Engine 4 games as well as id Tech 7 have overcome (megatexture was employed by id Tech 5-6 to overcome this, but id has since overcome it after abandoning megatexture). This is most evident when looking at roads from about 10m away and beyond, where you can clearly see tile based texture repetition. 041b061a72


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