Kingdom Come: Deliverance 2 had a weighty task to spar with: following up on one of the most in-depth, skill-based, historically-inspired melee combat systems to ever slice its way into the RPG world. But it's no secret that it was an uphill battle just to become competent with the first game's complex directional strikes and precisely-timed blocks. Plenty of players bounced off of those demanding skill requirements. But the technical demands of the combat, and the feeling of getting better as a player, were also a huge part of what made it great.
Warhorse's goal for the sequel, then, was twofold. They wanted to lower the skill floor required to play competently – without getting your butt handed to you in a cloth sack by any random bandit – but also raise the skill ceiling required to take on the very most unforgiving optional challenges. In terms of the story, this checks out. Henry was a complete nobody in KCD1, but by the time the sequel begins, he's been an aspiring swordsman for quite a while now. It wouldn't really make sense for him to still be struggling against poorly-trained opponents.
The first way this is obvious is that KCD1's five attack directions have been reduced to four: up, down, left, and right. Swords use all four, but not all weapons do. Polearms, for instance, generally only have three, which is something to consider when choosing a fighting style. KCD1 also had two different attack buttons: slash and stab. In KCD2, all basic attacks are generally slashing. Thrusts still exist as part of multi-hit combos, but only on weapons where they make sense. You won't be poking people with the tip of a blunt weapon like a mace, for instance.
Blocking can now defend you from multiple opponents, as long as they're all in front of you. And finally, the parry system feels a bit more intuitive and forgiving. Aiming your parries correctly still matters, but more so against tougher enemies. And even in that case, you'll mostly be punished for blocking in the
Read more on ign.com