Earlier this year, Warhorse Studios finally satisfied the many fans of its debut title with the announcement of Kingdom Come Deliverance 2. The Czech developer had been quiet for a very long time but came out of the shadows promising a 2024 launch and a bigger, better game in every respect.
The release had to be delayed a little beyond the original plan to February 11, 2025, but the rest of the promises remain intact, as testified by Chris's recent hands-on preview. At Gamescom 2024, I also got my hands on the game, although the session was much shorter than the one available at the dedicated press event.
A game like Kingdom Come Deliverance 2 doesn't lend itself well to a quick 45-minute demonstration. The combat system is similar to that in the first game and remains highly unique, taking a bit of time to get used to after all these years (I finished Kingdom Come Deliverance at launch, so over six years ago). Even so, some of the improvements were obvious from the get-go, such as better movement animations and facial animations. It was also great to experiment with the 'chat system' that allows Henry to seamlessly interact with passersby NPCs without entering the classic dialogue window, in a fashion that reminded me of Red Dead Redemption 2.
The visuals looked amazing, too, and the game already ran smoothly, which is very promising for the full game's optimization. After the demo, I interviewed Warhorse Executive Producer Martin Klima to dive deeper into what we can expect from Kingdom Come Deliverance 2 when it launches in less than five months.
When did you start working on Kingdom Come Deliverance 2? Was it immediately after the launch of the base game, or did you wait until the release of the final DLC?
It's hard to say, as developing a game is a complex process. I think we gradually shifted from supporting Kingdom Come Deliverance, and I would say that only after the release of the last
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