To get the authoritative inside scoop on Kingdom Come: Deliverance II’s newly upgraded combat system, PC Gamer spoke directly with Viktor Bocan, the man who not only created it for the first Kingdom Come: Deliverance, but who is now also overseeing how the combat system evolves in the sequel.
What was your overall goal when originally designing Kingdom Come: Deliverance’s combat system?
Well, we wanted to introduce you to the sword fighting that is real enough. You know, it’s a medieval game. It’s a realistic game. We always wanted the combat to feel realistic. The most important thing was the authenticity – that you really felt that you are sword fighting, and that enemies are sword fighting, and that you are danger, and that they will kill you if there are a lot of enemies at once, and you need to somehow approach the combat as you would in real life. Like, there are three guys, so I need to focus on one, and move so that he is in the way of others, and they cannot get to me. Or you fight some tight places where they don’t just surround me. And I run away if that’s the only option.
What changes have you made to the combat system for Kingdom Come: Deliverance II?
Bu hikaye PC Gamer dergisinin December 2024 sayısından alınmıştır.
Start your 7-day Magzter GOLD free trial to access thousands of curated premium stories, and 9,000+ magazines and newspapers.
Already a subscriber ? Giriş Yap
Bu hikaye PC Gamer dergisinin December 2024 sayısından alınmıştır.
Start your 7-day Magzter GOLD free trial to access thousands of curated premium stories, and 9,000+ magazines and newspapers.
Already a subscriber? Giriş Yap
A New Dawn - The rise, fall and rise again of PC Gaming in Japan
The so-called 'Paso Kon' market (ie katakana's transliteration of 'Pasonaru Computa') in Japan was originally spearheaded in the 1980s by NEC's PC-8800 and, later, its PC-9800.
MARVEL: ULTIMATE ALLIANCE
Enter the multiverse of modness.
SLIDES RULE
Redeeming a hated puzzle mechanic with SLIDER
GODS AND MONSTERS
AGE OF MYTHOLOGY: RETOLD modernises a classic RTS with care
PHANTOM BLADE ZERO
Less Sekiro, more Wo Long: Fallen Dynasty
STARR-MAKING ROLE
Final Fantasy XVI's BEN STARR talks becoming a meme and dating summons
THIEF GOLD
Learning to forgive myself for knocking out every single guard.
HANDHELD GAMING PCs
In lieu of more powerful processors, handhelds are getting weirder
FAR FAR AWAY
STAR WARS OUTLAWS succeeds at the little things, but not much else shines
FINDING IMMORTALITY
Twenty-five years on, PLANESCAPE: TORMENT is still one of the most talked-about RPGs of all time. This is the story of how it was created as a ‘stay-busy’ project by a small team at Black Isle Studios