I hated my first 10 hours with Kingdom Come: Liberation 2. I then found that I did not hit her on his conditions; I tried, which is clearly a realistic, immersive Sim-like digital larp, into the Skyrim-like experience that I thought it was another open world. Only when I took a step back and dealt with all the systems from KCD2 did I understand what developers tried to achieve Warhorse Studios. For the rest of my 66 hours I experienced almost perfection, an RPG, the mechanics of which are intrinsically connected to each other in order to create a modern medieval epic. KCD2 is challenging, demanding and often irreconcilable. But like the sharp sounds that I melt through fire in the game, it hugs an exciting, surprising and unforgettable fable.
After the first game, the players KCD2 started with Hans Capon, the master and best friend of the protagonist of the first game, Henry. They are hidden by an enemy army in a fortress under siege and things go terrible. After a short tutorial in which the game's sword game is presented, the directional input used in real time to determine where slash and stitches and the new crossbows stab, things continue to become worse. It is a stirrer in the media that will soon be sent back to find out how Hans, a noble, who is normally about warfare, landed in a brutal siege.
From this point on, they primarily check Henry, the returning protagonist, who has to compensate for revenge that he is looking for to the those who have killed his parents, and the everyday responsibility he has as Hans' Ritter -Leibwächter. During these subsequent opening times, you will learn how a small bandit attack for Hans and Henry should have been a simple delivery, which you put on a week -long journey of retaliation, rebellion and reflection.
In my early morning hours I was frustrated how realistically everything tried to feel in KCD2, from fighting and potion to riding the riding. It felt slow, chunky and exhausting. I tried to wear all the prey I wanted. I couldn't defeat enemy groups that were superior to me, even if only one. I was repeatedly caught waking up for theft, which meant that I would pay strong fines (no worry – I had trouble getting money), an embarrassing time in the Fraury and finally a criminal branding that permanently influenced my reputation. It felt like every aspect of KCD2 was hostile. “I'm the hero, I am the main character, why does that happen?” I asked with anger.
Determined to find the love for this series, I continued and stood out how I approached the world. I stopped trying to loot everything and only take what I needed. I stopped fighting several enemies at the same time, but instead assumed individual enemies to improve my statistics and to achieve and build better armor over time. I stopped to be a criminal, relative goals in longer, more challenged and ultimately more worthwhile paths. It turns out that it was the key to unlocking my personal success in KCD2 was the key, a good citizen, an intelligent knight and a logical person. In other words, I only found the pleasure in KCD2 after playing it as it should be played.
By recording an action -oriented approach that encourages you to try the many facets and skills of Henry like Blacksmithing, Reitrianism and much more. When I continued to rise, what once felt like insurmountable obstacles for my fun, the progress that I was looking forward to. The fight remained difficult, but also exciting. It is incredibly satisfactory to lead the blade to wherever you want to beat, to block incoming attacks in a directional way and be counted with a Master strike or a Finter attack. It is the nearest sword game in a game can be felt, which I can imagine that it actually feels to attack with a sword. And although I was far less busy with ranged weapons such as arches, crossbreauses and medieval firearms, they were all committed.
The level of realism approached the simulation and remained so good enough for my taste. I remember that one at night I told my wife how much fun I had. When she asked what I was doing, I replied by explaining that I moved flour bags from a car to another and cleaned human excrement from a latrine into a disposal heap nearby with a shovel – unironically exciting stuff! Warhorse's commitment to every system, regardless of whether it is shovels, rides a horse over a beautifully realized medieval landscape or mixes new potions that have kept my attention in a way that has recently open world -rpgs.
The rest of the experience – all outside the mechanical gameplay – also corresponded to the heights that I received through my mouse and keyboard. There is so much dialogue, but everything is well written and is carried out great by the voice output, and my decisions were surprising in a surprising way. Although I controlled a character that I did not make, I had the feeling of making a personal version of Henry that made sense with my previous trip, and KCD2 rewarded my efforts on every corner.
This characterization, my actions as a participant in this medieval world and how I interacted with the different other other called this country at home, was perfectly converted into the Immersive Sim -Natural from KCD2. When I was a goal, I thought for the first time how my Henry would do this, and KCD2 never missed me to give me a gameplay with the plans on which I ended up. In connection with my previous favorite assessment of the year, a bizarre and epic composition of JAV Volta and Adam Sporka and beautiful picturesque pictures, I was rarely drawn from the Immersion KCD2.
The few times in which the illusion was broken were due to camera problems, usually the result of the sometimes pinging perspective from the first person, unfair enemy engagement and the stealth, which is satisfactory, but easily the weakest element of the gameplay. Usually there was an exciting moment of the stories, a fist game or an environmental mysterium around the corner to bring me back in.
Although his gameplay is the real highlight of this adventure, storytelling in KCD2 is also worthy of praise. Like a great fantasy novel that extends hundreds of sides, Henry runs several arches that are full of raids, secrets, warfare, hijinks, romance and much more – it's all here. Although his highlight, which brings the players back into the opening moments of the game, happened too quickly at a pace, an epilogue moment, which briefly and bends, connects an arch on Henry's journey, which is both a moment of reflection and an adventure of the upcoming adventure.
This moment also doubled as a memory of everything I had achieved in the shoes of Henry von Skalitz, the good and the bad. It was an almost souvenir -like expression of the fun I had. Whether physically like a magnet or a little less tangible like a memory, I don't want to souvenirs where I go, but I want them for experiences that I will never forget. And KCD2 has been challenged, committed and angry for all the way, as I am impressed, an RPG, whose adventure will probably be engraved in my head forever.
This review of 2025 reflects our thoughts on the current state of the game when publishing. Updates were taken into account as such after the start of the end result.