Following the official reveal of Kingdom Come Deliverance 2, IGN was able to speak with Tobias Stolz-Zwilling (Warhorse Studios's PR Manager) to get some extra details about the newly announced action RPG sequel.
To begin with, while the first-person combat system will still lean towards realism, the developers have made some changes to make it more accessible in Kingdom Come Deliverance 2.
It is important to say that we stay true to what KCD and what Warhorse stands for, and that is trying to depict real medieval combat. That being said, we made some changes in the combat system and we tried to make it more accessible while retaining the realistic in-your-face feel. We want the combat to feel hard and heavy but also easy to pick up. You should feel the weight of your weapon and every hit you land. If you take a mace for instance, you can bash your way through the enemy lines without thinking much of tricks and combos. However, if you really wish to go deep into the system, learn all the ins and outs, then a longsword would be your weapon of choice, offering a more sophisticated approach.
Stolz-Zwilling also commented on Kingdom Come Deliverance 2 keeping the CryEngine in favor of the far more popular Unreal Engine 5.
The easy answer would be that we stayed with the CryEngine because all our internal pipelines are built around it. And I am sure that every developer on earth gripes about the engine they're using and dreams of something else—that is the natural way of things. However, even in the early days of the KCD I development, we already heavily adjusted the CryEngine to make it fit our needs, and we are doing the same today. I am sure it is very different from what one would call “a CryEngine,” and still, we are happy to have it—it does what we need and in all honesty. If you look back at the first KCD, I strongly believe that the game visually aged
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