Home » World » We played the intro to Kingdom Come: Deliverance II » Vortex

We played the intro to Kingdom Come: Deliverance II » Vortex

We will have to wait a few more days for the release of Kingdom Come: Deliverance II, but as you probably already know, thanks to the invitation of the Warhorse studio, we had the opportunity to try the game directly in Kutná Hora at the end of July. Zdeněk went through the digital one in his passage, which he also wrote about in his own article with impressions and observations, for a change I was able to start the very beginning of the game, which took me approximately two hours. And from the very first moments, Kingdom Come: Deliverance II makes it clear that it is playing out something much bigger – in terms of the story and situations, as well as the gameplay itself. Fears that the number two would be just a lightly dusted number one with new content did not come true, as the shift, adjustments and numerous improvements can be seen basically at every step. But let’s take it in order, although the game itself can surprise in this regard right after launch. Alternatively, you can supplement our texts with a joint video in which we discussed some of our impressions in more detail.

We already know from the announcement of the sequel that the second one continues exactly where the first one ended, which means Jindra’s journey with Jan Ptáček and the rest of his party to Trosky with a message. However, to my great surprise, I first found myself not in the middle of forests, but in the midst of a raging battle tumult. Right at the beginning, I had the opportunity to taste the novelty in the form of a crossbow alongside the Suchdol soldiers, thanks to which I felt a moment of superiority over the others, but then also a great vulnerability with the idea that every arrow counts, or rather its not exactly the fastest charging. After that, I was already a witness to Jindra and Ptáček’s expedition, which, however, will very soon stop going according to plan. Right during the first cutscene depicting the meeting of the party and their discussion with the wreck patrol, it can be noticed that the developers have worked on the facial expressions and the characters appear more detailed, so the dialogue is also more believable. They spared no detail, for example, even with horses or armor and other equipment. However, improvements can be seen at every step, literally, as the environment and all the nature around is an ideal proof of this. The magnificence is then confirmed by the already mentioned Kutná Hora, against which Rataje is a small village. In any case, size and vastness are not the only things that Kingdom Come: Deliverance II tries to impress, as it bets on overall sophistication. “Bigger and better” is not just empty words from developers.

What do you learn in your youth…

I was curious how the game would handle the tie-in, especially this almost seamless one just shortly after the end of the first game. I was worried about possible memory loss, which would easily explain the need to learn some things again and thus get used to the game, but here, to my delight, it is handled very elegantly and Solomonically. Due to the circumstances – let’s call it the desire of young gentlemen to look at beautiful girls – Jindra and Ptáček lose their armor and all their equipment, after which they get into a real mess, and later even in mortal danger. In this case, their deterioration does not necessarily serve as an explanation for the deterioration of their skills or the temporary unusability of some abilities, but as an element that plays out a large party and opens the gates to the next adventure, but to begin with it is not easy. Both proved to be capable fighters and talkers with a sharp sword and tongue who can handle anything. However, they suddenly find themselves in an unknown region far from home and there is no protective hand over them, but of course the failure of the mission is out of the question. So they have to grit their teeth, learn new things, improve existing ones and try to beat the odds. However, there are suddenly much bigger lords around, whose power cannot even be compared to the determination and luck of a band of armed peasants by the road above Ledeček. It’s a big game here.

Jindra and Ptáček were going back to some of the events of the previous episode, to which Jindra could add some context to the conversation based on his answer, but it also serves as a natural reminder for the player.

The game assumes that Jindra can do something after all if he managed to survive until now, but understandably thinks of players who have a hard time remembering the number one, or haven’t played it at all, all within the limits of the story. Jindra doesn’t need to learn how to pick up a sword and strike, instead he simply stands in the arena with the Bird in a practice fight, during which the game simply takes care of explaining everything necessary. In the beginning, it is also possible to play a dice game, but we will also get to know redesigned interactions with Vořech and brand new quick reactions. A lot of things can now be solved without having to enter into a fixed dialogue, which also applies to caring for the dog, including feeding. The possibility of reactions will understandably be used elsewhere, which is clearly shown during the opening horse ride, before everything starts to collapse. During the conversation on the horse – in this passage, however, it was not possible to control the horse and unfortunately I don’t like situations where the game takes the control out of my hands – Jindra and Ptáček were returning to some events of the previous episode, to which Jindra could add a little context based on his answer into the conversation, but it also serves as a natural reminder for players. In this context, I can’t really imagine how someone jumps straight into the second part, but after all, it wouldn’t be the only case, and moreover, possible ambiguities can’t go beyond the game.

In my opinion, a strong advantage will again be the excellently crafted atmosphere, thanks to which I have already managed to fully immerse myself in the game – despite playing in an unnatural environment for me. Tom McKay and Luke Dale play their roles as if not even a year has passed since the release of the first one, and there is a great chemistry between them from the first word, which I am very much looking forward to in the next parts of the story and cutscenes in particular. I spent most of my passage in the middle of nature, so I mostly admired the wonderful Czech forests and was moved by the flowers growing all around. What can I say, already in the first game the forests were beautiful and very well done, but the developers have taken this love much further in recent years. The forests are different from those in Posázaví, they differ in the composition of the trees, the growth is denser and the topography is minimally disturbed here by the ubiquitous rocks, the sun’s rays penetrate through the branches and engage in an interesting game of light and shadows inside the forest. The atmosphere here is understandably supported by the sound system, which could not possibly sound more faithful. In short, like in a real forest. Let’s add captivating music that can accompany you on your wanderings, and we have a great experience. Before you get mugged, I suppose. And there was even one such unpleasant encounter at the beginning of the game, but I prefer to choose the path of cunning and quick language. And then near the stuck ax, if there is no other way…

Magnificent and magnificent

I mentioned the changes and improvements across different areas of the game, but the smaller ones that complete the overall picture also deserve a mention. Right from the start, you can’t help but notice the redesigned user interface, which at first glance scared me with its apparent complexity, especially in the inventory. However, everything has its own order, similar to the first one, navigation is well handled in terms of practicality and elegance. The biggest change here is the visual overhaul, which now feels much more flashy and interestingly reflects Jindra’s moving up the ranks compared to the village pack from number one. As expected, the map is again beautiful and the codex, which is full of interesting things and beautiful illustrations, deserves special praise. I was also surprised that the names of the characters are supplemented with their original Czech for completeness even in the English version. Of course, the individual icons are also new, which I had to get used to for a while, but in the end it seemed to me that everything fits together. I also enjoyed eating from the kettle with a spoon and rinsing in the tub, which is now accompanied by animations instead of a dimmer. Small pleasures, but in the end very powerful and impressive.

Sometimes it can be seen that the game is not completely cleaned up yet, which is reflected, for example, in the continuation of some animations and during cuts in cutscenes.

However, the health bar was not one of my positive findings, as it is, in my view, excessively large and prominent, thus disturbing the rest of the interface including the compass while playing, all the elegance is there and reminds of completely different and older titles. However, if I heard correctly, the sounds of entering and moving tasks, or reporting individual points, remained the same as in number one. While I was pleased with the visual display of the values ​​of the rolled dice, the alchemist’s herbarium does not have such accessibility, and during cooking I had trouble reading what herbs and actions I actually need to brew the potion due to the overly decorative font. Sometimes it can be seen that the game is not yet completely cleaned up, which can be seen, for example, in the connection of some animations and during cuts in cutscenes, but this is of course something that the developers now have the time and space to fix. However, I also heard a few lines that sounded a bit bad from an actor’s point of view, but they were more random NPC comments. With the exception of the main characters, I don’t dare to evaluate the original text yet, although I will undoubtedly be very curious somewhere, but also slightly suspicious and especially attentive.

Anyway, my impressions of the two hours of the game (and two more as a viewer) are positive at this point, and I’m glad that the developers manage – at least in the passages provided and presented – to live up to their promises regarding the sequel. As a player who spent a few hundred hours of time in the first Kingdom Come across various passages, I was slightly worried at the time of the announcement how it would be possible to follow up, but above all how big a leap the sequel would make. So far it’s done well and it seems that my fears were misplaced, so I’m looking forward to Kingdom Come: Deliverance II a little more from now on and I’m hoping for the best outcome, even though I’ve only tasted a few bits of the whole thing so far.

Leave a Comment

This site uses Akismet to reduce spam. Learn how your comment data is processed.