Developer | Warhorse Interactive
Publisher | Plaion Deep Silver
Format | PC, PS5, Xbox Series
Origin | Czechia
Release | February 18
As Freddie Mercury might have put it, given the chance: is this the real life of central Europeans circa 1400, or is this just fantasy? Historical accuracy has been the beating heart of Kingdom Come: Deliverance since its original 2018 release, and although questions were rightly raised about the ethnic composition of that game's population, nobody cast doubt on developer Warhorse's ability to conjure a place from the farthest reaches of time and paint it as vividly as the medium's ever seen.
That remains the most captivating element of this sequel, though it's joined by a raft of refinements. The most surprising of which, given the dour setting, is comedy.
But even setting aside the laughs, Kingdom Come: Deliverance II's storytelling immediately feels different. Playing the first game, you would hardly have guessed that studio head and game director Dan Vávra had previously led development on the Mafia series.
There, some excellent narrative grounding introduced you to protagonist Henry's family, his village and his simple existence before all three were razed to the ground, leading to a Skyrim-like quest structure within its open world.
KCDII, though, shares that sense Mafia and its sequel had of a vast, historically accurate space being used not as real estate for random collectibles and map markers, but as a lavish backdrop for tightly scripted linear sequences.
This story is from the {{IssueName}} edition of {{MagazineName}}.
Start your 7-day Magzter GOLD free trial to access thousands of curated premium stories, and 9,000+ magazines and newspapers.
Already a subscriber ? Sign In
This story is from the {{IssueName}} edition of {{MagazineName}}.
Start your 7-day Magzter GOLD free trial to access thousands of curated premium stories, and 9,000+ magazines and newspapers.
Already a subscriber? Sign In
NO MORE ROOM IN HELL 2
You're not alone in the dark
WINDBLOWN
Life after Dead Cells
COLLECTED WORKS - JOSH SAWYER
Journeying to the Forgotten Realms, Infinity and beyond with the RPG veteran
SCREENBOUND
Going deep in a mind-bending hybrid of perspectives
Trigger Happy
Shoot first, ask questions later
Grand strategist
Paradox's Mattias Lilja addresses the publisher's recent difficulties - and the plan to right the ship
Diablo IV
A progress report on the games we just can't quit
Ghosts 'n Goblins Resurrection
In Capcom's diabolical tribute, evil goes far deeper than the demons on the screen
SERENITY FORGE
How a near-death experience lit a fire in the Colorado-based developer and publisher
THE MAKING OF...ALIEN: ISOLATION
How a strategy-led studio built a survival horror masterpiece in Ridley Scott's image