Especially in terms of character behavior, Kingdom Come is an interesting merging of several systems in which something like this can happen, I suppose. Other overlaps between them are playful, albeit a little peculiar in the sense of human behavior. For example, if you can lure individual bandits again and again by running away to the allied guards, which he and his buddies have made to their goal. Instead of reversing visually, he ruthlessly spoils. After all, you are reminded of Gothic, its simple vivacity, which since then have reached the fewest games. Anyone who likes to poke in the systems while trying to bring them to their limits should have a lot of fun with Kingdom Come
Description of the game
Just as the characters can feel what they are seeing, thanks to the new animations. From stiff belly dummies were appropriately staged sequences with changing perspective instead of just shot-counter-shot montage (in less drastic dialogues there are the more), small gestures and the like. I’m unsure if Developer Warhorse is coming to the fabulous quality of a Witcher 3: Blood and Wine.
Story of game
But it looks really great for a big open roll-up game, which has to look for important internal values in addition to its appearance. The landscapes of Bohemia, historically imitated by creeks, hills, groves, and whole grasses, have always done so in the fifteenth century. After a few minutes with the PS4 (Pro) version, I am glad that it does not look fundamentally different. With longer charging times, reduced distant vision, flickering shadows and later objects, but basically playable and still pretty jewelery (we press the thumbs for the non-pro / non-one-X-performance).
So it goes on horseback past farms and huts. Texts point to nests, accidents and localities, all on the map for later inspection. High-speed travel is similar to the early fallouts or infinity engine games underlined with a traveler’s route on the world map, which follows the simplified character in this representation to the wooden figure. While the time runs along and encounters on the edge of the road for incidents. When playing in the first half hour, however, nothing happened to me. Either way, the opening order is approached: follow a black smoke column and investigate the nocturnal attack on a farm where horses and humans died. The next morning they are found in their blood pools.
The order does not start as a classic quest with step-by-step defined intermediate steps (“Question X to Y”, then “Journey to X and find Y”). Warhorse is concerned with involving the country and the people in the investigation. A guide to the next steps can be found everywhere, by examining the corpses of humans and horses, or by strolling through the fenced-in fence. Could betray where the guys came from. It is also possible to follow the funicular to the main stables, and from there accidentally stumble into the undergrowth over those responsible for the massacre. Blood clots on stumps give hints and there is almost something detective, especially since there is only a yellow circle to narrow the “area north of the farm”. You hold the reins yourself in your hand, without one the play with a fingerzeigendem mission markers disempowered or one completely in the rain.
It may not be the all-round quest system with dozens of exits, and we need to see more of it, but at least it feels like life-like situations, instead of stubbing a developer-driven path. In the popular RPG area, which I simply count to Kingdom Come with its showy make-up, we had not such a promising candidate since Fallout: New Vegas. It is nice to see that apart from the simplified indie productions somebody in the large-format 3D-area thinks about small details. That armor consists of several layers, that one can not drag dozens of them along with another dozen swords or that violence is optional in most cases. The 13th of February will show whether the past five years have been worthwhile for Warhorse and her ambitious project to her.