Dungeons, but no dragons. Mazes, but no magic. Kingdom Come: Deliverance may remind you of open-world fantasy games of the Elder Scrolls
variety, but this medieval adventure is not about wizened wizards,
ancient curses, or sinister necromancy. Creative Director Dan Vávra from
Warhorse Studios suggests that I think about Kingdom Come as
"Braveheart the game, which means majestic castles, armored knights,
large open fields, and political intrigue, set in a vast emergent
world." It was clear early in the demo Vávra recently led me through
that any ideas I had about arcane spellcasting and howling ghouls should
give way to thoughts of a real landscape from the Holy Roman Empire.
Role-playing
human history may not sound as delightful as playing a master of the
magical arts when you first consider it. Is pretending to be
Mel-Gibson-as-William-Wallace as fun as conjuring skeletons and zapping
monsters with lightning summoned from the skies? I'm not yet sure just
how fun Kingdom Come will be to play, but I don't doubt the depth
Warhorse is digging out for it, or that it will give you the space to
properly stretch. Expect to don period-accurate armor and clothing,
learn actual combat and fencing techniques, and set course for
real-world castles recreated in detail with the assistance of architects
and historians. Take on a role such as warrior, bard, or thief, and
direct your destiny using various skills and perks.
You
even need to sleep and eat if you want to keep your strength up, and
food will go bad if it sits in your inventory too long. There may be no
balls of lightning to conjure, but these elements all seem like a good
foundation for an expansive role-playing game. Vávra himself says,
"We're trying to mix the freedom and mechanics of Skyrim, the setting of
Mount & Blade, the storytelling of The Witcher, and the combat dynamics of Dark Souls in a single gorgeous package."
Even
at this stage I can see Kingdom Come's 14th-century gorgeousness. As I
watched the hero character make his way to a stone fortress upon a
grassy hill in first-person view, I delighted in the density of the
surrounding forest, and the credible way its trees of varying heights
created a natural pattern. The path of stone, timber, and dirt looked
well-trodden, as if thousands of men and horses had followed it. Later,
when the hero interrupted a banquet in progress, I marveled at how
flickering candles warmly illuminated the room's lush crimson wallpaper.
And through it all, I was impressed by the expressive facial
animations, which reminded me of those in Ryse: Son of Rome.
As well they should: Kingdom Come: Deliverance is built upon CryEngine,
the same technology that powers Crytek's Roman revenge tale.
Majestic castles, armored knights, large open fields, and political intrigue, set in a vast emergent world.
Of
course, combining the best of all possible RPG worlds is no easy task,
and a rather unrealistic goal at that. For instance, can Warhorse really
create a lead character as fascinating as The Witcher's Geralt of
Rivia? I don't know quite yet, but I can tell you a little bit about
Kingdom Come's leading man. He's a young blacksmith whose village was
burned to cinders by an invading army, and he was saved by a courageous
young woman--the miller's daughter. Now, he has recovered from his
injuries and sought out the feudal lord to repledge his service. The
demo gave me no sense of this blacksmith's personality, and offered no
hint of his struggles or passions. But at least he had something to do:
investigate the crimes of the local bandits who had attacked the lord's
stables and left both men and horses dead.
First
things first, though. You can't go toe-to-toe with bandits without at
least a little protection and a blade of some sort. As the hero headed
to the local merchant, Vávra explained the workings of 15th-century
society as interpreted by Kingdom Come. As in an Elder Scrolls game,
characters all have places to live, and they go about their day-to-day
lives. But that daily cycle will have a number of variations--hopefully
enough that the game will avoid the rigidity of Skyrim citizens'
clockwork behavior. Says Vávra, "If you try to mess up the poor people's
lives, for example, if someone goes to the pub every evening and you
kill the bartender, they won't be stuck or not know what to do. They
will have a different routine, they will react to this event somehow,
and everything should be very natural."
Vávra
finished his explanation just in time for our hero to choose some
armor, and for me to learn more about character customization. You can
mix different types of armors in layers, using both chainmail, plate
armor, and other types of material to provide protection against
different types of weaponry. And of course, as the son of a blacksmith,
you are adept at crafting and sharpening your own weapons, but be
careful: you can actually damage your own sword if you're sloppy. Now,
equipped with proper armor and armed with a newly sharpened sword, it
was time to investigate the crime.
We're
trying to mix the freedom and mechanics of Skyrim, the setting of Mount
& Blade, the storytelling of The Witcher, and the combat dynamics
of Dark Souls in a single gorgeous package.
Creative Director Dan Vávra
It
stands to reason that a developer called Warhorse would feature
warhorses in its flagship game, and venturing forward involved mounting a
steed and trotting into the surrounding territory. You can fight your
enemies on horseback and use your steed as a pack mule if you need
additional inventory space, but warhorses are also competent combatants.
Horses have their own AI, and Vávra compares equestrian behavior in
Kingdom Come to that of Shadow of the Colossus, though at this stage,
Kingdom Come's horses don't move with any of the elegance of SotC's
Agro.
Getting to the stables took some time.
Kingdom Come gives you a lot of space to traverse, but by the looks of
it, a lot of that space is pretty but void of life. "Our goal is to not
make the world as populated as in some other games, so there will not be
a dungeon or a castle for 200 meters, or some fight or monster or
something. We try to concentrate quests in hubs; in the city, there are
several quest-givers, there are some quests around the city, and then
you can move to some other location that is not so close. But on the way
there, if you go from the main streets, you may find out something
interesting, but it's not that easy to find. That's our goal."
I'm
left wondering whether Kingdom Come will offer any notable exploration
value, or if the vast landscape will go underutilized. I laud Warhorse
for sticking so closely to their mission statement of authenticity, but
if Vávra is right--if it isn't easy to find something of value off of
the beaten path--then what's the point of crafting a vast world to begin
with?
The quest did at least lead to something
worth getting excited about: combat. Our hero approaches his target,
and the two swordsmen fight. The first-person action is cut from the
same cloth as games like Chivalry and War of the Roses.
Controller prompts indicate chances to riposte, block, and punch your
opponent, but the combat looks organic enough; it's certainly not a
quick-time-event-driven mashfest. Oddly enough, the enemy soldier does
not fall after a lunge that skewers him directly through the abdomen,
and I notice that this encounter has been dragging along for some time
without victory. I am not sure if this is a quirk of the build or a
matter of game mechanics, though Vávra assures me that battles will
involve more than one combatant, which comes as a relief. Without the
otherworldly elements we typically associate with fantasy games, Kingdom
Come needs other elements to convince me of its potential to be epic,
and large-scale skirmishes might be the ticket.