Info about Kingdom Come: Deliverance II:

Official game description:


Release date: Feb 4, 2025

Categories: First-Person Perspective, Open-World Exploration, Character Progression, Action RPG, Medieval Setting, Immersive Sim

Feature scans:
- MTX: score 10; verdict: Fair - No Microtransactions; summary: Kingdom Come: Deliverance 2 is a single-player RPG with no microtransactions, pay-to-win, or loot boxes. The only monetization is through traditional DLC expansions, which some users find numerous but are not predatory. The overall sentiment is very positive regarding the game's value and fair pricing.
- Mods: score 45; verdict: Buggy with Heavy Mod Reliance; summary: Players frequently cite a reliance on mods to fix significant bugs (quest-breaking, performance issues such as 15fps cutscenes) and to compensate for frustrating game design (save system, combat). While no widespread startup crashes, multiple reviews indicate the game is problematic without community fixes.
- Wiki: score 50; verdict: The Student; summary: The primary user complaint is the need to consult external guides or wikis to understand quest objectives, game mechanics, and find locations due to insufficient in-game instruction and guidance.
- Proton/Linux: score 30; verdict: Works Well with Minor Controller Issues; summary: Kingdom Come: Deliverance II receives overwhelmingly positive feedback for its native Linux support and strong Proton performance. The primary Linux-specific complaint is a controller support bug that breaks native controller input, requiring workarounds like using Proton or a community patch. A few users report minor issues such as vsync problems or FPS drops after extended sessions, but overall the game is stable and playable on Linux.
- Steam Deck: score 40; verdict: Tinkering Required; summary: Kingdom Come: Deliverance 2 runs remarkably well on Steam Deck with excellent optimization out of the box, but suffers from small UI text, intermittent controller input problems, and occasional performance dips that require minor adjustments. Overall, it is playable but not completely seamless.

- Hardware Profile:
  - Summary: The game generally performs well across most Windows and Linux configurations, with strong optimization praised on mid-range and low-end hardware. However, some high-end Windows users report stuttering and VRAM leak issues, while the Steam Deck struggles in dense areas.
  - Sample size: 2906 (4% coverage)
  - Audience skew: Review sample is mostly Windows-based.
  - Windows 12-15GB VRAM (mixed, 924 reports): Many users report smooth high-fps performance at ultra settings, but a significant minority experience crashes, VRAM leaks, and inconsistent frame rates on high-end cards.
  - Windows 8-11GB VRAM (positive, 632 reports): The vast majority of players report excellent optimization and smooth gameplay, with only isolated complaints about stuttering or crashes.
  - Windows <8GB VRAM / <16GB RAM (positive, 512 reports): Even on lower-spec hardware, the game runs well with good optimization, though a few users report crashes or freezes.
  - Windows <8GB VRAM / 16-31GB RAM (positive, 409 reports): Most players find the game well-optimized and running smoothly, with a minority reporting poor frame rates on older GPU configurations.
  - Windows 16GB+ VRAM / 16-31GB RAM (mixed, 142 reports): Many users enjoy high frame rates and stable performance, but others encounter stuttering or need to lower settings for consistent 4K gameplay.
  - Windows 16GB+ VRAM / 32GB+ RAM (positive, 129 reports): All sampled reviews report strong performance with high frame rates at 4K and no major issues.
  - Caveats: 2906 of 82150 reviews expose hardware metadata.; Review sample is mostly Windows-based.
Feature extractions:
- Community Price:
  - Community fair range: $30.00 - $60.00
  - Reasoning: The reviews show a clear divide: some players affirm the game is worth its full $60 price, citing its quality and content. Others recommend waiting for a sale or buying at a discount, with one review explicitly stating a $30 base price is fair and sales at $20. This suggests the community considers a reasonable base-game price range between $30 and $60, where $30 represents a discounted/fair value and $60 the maximum justified by the game's quality.
- Playtime Metrics:
  - Game completion: 120.0h
  - Story completion: 50.0h
  - Session length: 17.0h
  - Endgame: N/A
  - Reasoning: 游戏完成时间主要来自中文评论明确提及一周目122小时，以及多条评论提到80-160小时区间，取典型值120小时。故事/战役完成时间来自波兰语评论明确主线50小时，以及英文评论聚焦主线50小时游玩结束。单次游戏时长来自土耳其语评论明确一次玩了17小时，反映典型沉浸式体验。终局时间来自多条评论提及200+小时包含DLC和通关后探索，但缺乏精确单独数值，故设为null。
- Time-to-fun:
  - Summary: Kingdom Come: Deliverance II demands patience through a slow, tutorial-heavy start, but once players push past the initial 4-5 hour onboarding and steep learning curve, the deep progression and immersive world deliver highly satisfying time-to-fun.
  - Stance: Clicks after
  - Anchor: After leaving the starting village (end of prologue/tutorial phase)
  - Time to anchor: N/A
  - Friction: steep learning curve for combat and systems; slow pacing with long cutscenes and dialogues; tedious early game with limited skills and equipment; frustrating save system (Savior Schnapps requirement); tutorial phase feels restrictive and linear
  - Unlock drivers: mastering combat mechanics (parry, combos, stamina management); leveling skills through repeated use; acquiring better armor and weapons; understanding quest freedom and alternative solutions; getting past the prologue into the open world
  - Conditions: patience and tolerance for slow pacing; willingness to learn complex mechanics; preference for realistic, immersive medieval simulation; time commitment to let progression build naturally; accepting that early powerlessness is part of the design
- Player Archetypes:
  - Hardcore History Buff (buy)
    - Motivation: To live an authentic, uncompromising medieval life simulation with realistic challenges.
    - Playstyle: Methodical, planning-focused; masters systems like alchemy, combat, and navigation; often plays hardcore mode with no fast travel or UI aids.
    - Experience: veteran
    - Purchase stance: buy
    - Labels: hardcore gamer; history enthusiast; realism seeker; old-school RPG fan
    - Reference games: Kingdom Come: Deliverance; Red Dead Redemption 2; The Witcher 3; Morrowind
  - Story-Driven Roleplayer (buy)
    - Motivation: To experience a compelling, character-driven medieval story with impactful choices and immersion.
    - Playstyle: Explores dialogue options, completes side quests for story, invests in character relationships, and enjoys paced exploration.
    - Experience: familiar
    - Purchase stance: buy
    - Labels: story lover; RPG fan; immersive player; choice-driven gamer
    - Reference games: The Witcher 3; Red Dead Redemption 2; Skyrim; Baldur's Gate 3
  - Combat Mastery Seeker (buy)
    - Motivation: To master the complex, skill-based combat system and feel progression from weakling to warrior.
    - Playstyle: Focuses on combat training, practices with different weapons, seeks out duels and challenging encounters, often experiments with master strikes and combos.
    - Experience: veteran
    - Purchase stance: buy
    - Labels: combat enthusiast; hardcore player; mechanics master; swordplay fan
    - Reference games: Kingdom Come: Deliverance; Mordhau; Chivalry


Below are summaries of things people say about the game per category.
Each point is assigned a weight that represents how often it is mentioned across all reviews.
What players like:
- Immersive world and atmosphere (weight 0.16): Multiple reviewers appreciate the incredible world-building, immersive atmosphere, and the feeling that the world is alive and grounded. The medieval atmosphere is described as authentic.
- Story is enjoyable and promising (weight 0.16): Reviewers find the story enjoyable, starting really well, and the characters are good. The lore is acceptable and the adventure is promising.
- Graphics are excellent (weight 0.14): Reviewers frequently note the beautiful graphics, including dense foliage, landscapes, and detailed environments. Kuttenberg and the overall visual presentation are praised.
- Gameplay mechanics are loved (weight 0.13): Players enjoy intricate gameplay details like save system, eating, drinking, bathing, alchemy, and combat. The mechanics are well implemented and add depth.
- Strong opening and tutorial (weight 0.09): The opening and prologue are described as strong, awesome, and impressive. The tutorial section is also noted as quite good.

Common complaints:
- Combat system is deeply flawed (weight 0.52): Combat is widely criticized as frustrating, boring, sluggish, clunky, and unresponsive. Many reviews describe the system as the worst part of the game, with poor implementation and unsatisfying mechanics.
- Game feels like an interactive movie (weight 0.25): Some players feel the game is closer to watching a cinematic than actually playing a game, with too many cutscenes and too little interactive gameplay. This reduces the sense of agency and engagement.
- Cutscenes are excessive and poorly paced (weight 0.25): A very high number of players complain that cutscenes are too long, too frequent, and ruin the pacing of the game, with one mention of a 90-minute movie-like segment. The lack of player input during these sequences is a major frustration.
- Controls are clunky and unresponsive (weight 0.16): Players consistently report that controls are terrible, janky, and awkward on both keyboard/mouse and controller. The control scheme is widely regarded as a major barrier to enjoyment.
- Save system is punishing and unreasonable (weight 0.11): The save system is criticized as unreasonable and punishing, with far restarts that force players to redo significant progress. This design choice adds unnecessary frustration.
- Gameplay is poor and boring overall (weight 0.11): Broad complaints about gameplay being shockingly bad, boring, and troublesome are reported. The fundamental gameplay loop fails to capture interest.
- Controller support is broken (weight 0.09): Xbox controllers and other gamepads are reported as either unsupported or non-functional despite the game claiming compatibility. This is a specific bug that frustrates many players.
- Group combat is poorly designed (weight 0.08): Combat involving multiple enemies is described as poor and not designed for groups, lacking proper one-on-one engagements and making fights chaotic and frustrating.
- Early game is tedious and off-putting (weight 0.06): The early game is described as requiring too much running and being generally off-putting, which may discourage new players from continuing. Combined with boring combat, it creates a bad first impression.
- Headbob is extreme and cannot be disabled (weight 0.06): Massive head bobbing with no option to turn it off causes discomfort for many players. This is a specific accessibility issue that affects immersion and playability.
- Horse combat is unintuitive and weak (weight 0.06): Horseback combat is reported as unintuitive and lacking power, which detracts from any mounted engagements. This weakens an aspect of the game that could be exciting.
- Voice acting is poor, possibly AI-generated (weight 0.06): Voice acting is criticized as weak and possibly generated by AI, which undermines the narrative experience and character immersion.
- Movement feels clunky and sluggish (weight 0.06): The general movement of the character is described as clunky and feels sluggish overall, contributing to a negative control experience.
- Players die too quickly in combat (weight 0.06): Enemies can kill the player in just two hits, making combat feel unfair and heavily punishing, especially in early game scenarios.
- Lockpicking is broken and stuck at low level (weight 0.06): A specific bug with lockpicking keeps the skill at a low level, rendering the mechanic unusable for players who need to progress. This is a game-breaking issue for some.
- Left-handed players cannot rebind keys (weight 0.06): The game is reportedly unplayable for left-handed users as keybinding options are insufficient, forcing an awkward control scheme.

Gameplay feedback:
- Extensive cutscenes and narration (weight 0.18): The game features long cinematic cutscenes and frequent dialogue, with heavy narration and scripted scenes making it feel like a CGI movie with occasional input.
- Complex save systems criticized (weight 0.16): Save functions are limited for immersion: autosave, saving via bed/potion/exit, alchemy tables as save points, and a system that restarts far back on death frustrate players.
- Open world with fetch quests (weight 0.14): The game is an open world RPG focused on exploration, gathering, and fetch quests, with a heavy narrative and dialogue-driven interactive story.
- Combat with blocking and riposte (weight 0.12): Combat involves perfect block and riposte mechanics, directional blocking, stamina management, and one-on-one fights where enemies line up.
- Slow-paced immersive elements (weight 0.06): Players must wait for slow-moving NPCs and engage in hauling and digging tasks, contributing to a realistic but potentially tedious experience.
- Stealth and crime mechanics (weight 0.06): Stealth missions and a crime system with NPC suspicion add strategic layers but may feel underdeveloped.
- High early difficulty (weight 0.04): Early game enemies are very strong, making progression challenging and potentially frustrating for newcomers.
- Unique alchemy minigame (weight 0.04): The alchemy system includes a location-based, resource-burning, failable minigame that adds depth but can be repetitive.
- Manual combat direction (weight 0.03): Combat direction is controlled by moving the mouse manually, adding a skill-based layer but potentially feeling cumbersome.
- Headbob cannot be disabled (weight 0.03): The game has headbob animation that cannot be turned off, which may cause discomfort for some players.
- Repetitive crafting system (weight 0.03): Crafting requires repetitive steps, which can become tedious over time.
- First person perspective (weight 0.03): The game uses a first-person perspective, enhancing immersion but limiting peripheral awareness.
- Training fight available early (weight 0.03): A training fight is available within the first hour to help players learn combat mechanics.
- Player decides protagonist reactions (weight 0.03): As a role-playing game, the player decides Henry's reactions to events, offering some agency in a scripted narrative.
- Hunting and combat with bandits (weight 0.03): The game includes hunting and combat encounters with bandits as core activities.

Performance notes:
- Performance and optimization issues (weight 0.09): The game suffers from poor optimization, causing high GPU power draw (75-80%) even with lower settings, as well as short draw distance, blurry textures, and jerky camera and movement.
- Game crashes at launch and during play (weight 0.09): Some players are unable to launch the game at all, while others experience crashes, including repeated crashes at the same point in the opening scene.
- Long loading and reloading times (weight 0.07): Players have reported excessive loading times and frequent reloading during gameplay, which disrupts the flow of the game and causes frustration.
- Criticism of engine and code quality (weight 0.04): Reviewers have called the game's engine and code 'garbage,' suggesting deep technical flaws that contribute to the performance and stability problems.
- Varied performance experiences (weight 0.03): One reviewer reported that performance is fine, indicating that the severity of issues may vary depending on hardware or settings.

Recommendations:
- Refund requests and warnings (weight 0.21): Many players urgently warn others not to purchase, citing immediate regret and inability to refund after realizing the game's flaws. The strongest feedback cluster revolves around demanding refunds and advising outright avoidance.
- Combat system criticized (weight 0.16): Players report that the combat system is poor, difficult, or frustrating, especially for those not familiar with directional or reaction-based mechanics. Some suggest waiting for fixes or trying the tutorial to see if it suits them.
- Not for players with limited time (weight 0.12): The game requires many hours to progress, with lengthy cutscenes, dialogues, and tutorials, making it unsuitable for those with jobs or finite gaming time.
- Niche appeal only (weight 0.11): The game is recommended only for specific audiences, such as fans of immersive medieval worlds or multi-step quests, and not for those seeking pure fun, action, or mainstream gameplay.
- Wait for patches or price drop (weight 0.09): Multiple reviews advise waiting for better patches or a lower price before buying, as the current state has unresolved issues and does not justify the cost.
- General not recommended without specifics (weight 0.07): A few reviews simply state 'not recommended' without going into detail, reflecting a negative sentiment but lacking actionable feedback.
- Compare unfavorably to predecessor (weight 0.06): Some players suggest playing Kingdom Come Deliverance 1 instead of the sequel, indicating that the second game is not an improvement and may be a step back.
- Not for beginners or hype followers (weight 0.06): The game is not recommended for most beginners, and players should think twice before buying if following hype, as it may not match expectations.
- Save system frustrating (weight 0.03): One player explicitly criticized the save system, which can lead to loss of progress and frustration.
- Motion sickness issue (weight 0.03): The game is not recommended for players prone to motion sickness, likely due to first-person perspective or camera movement.
- Not for Elder Scrolls fans (weight 0.03): Fans of Skyrim or The Elder Scrolls series are advised to avoid this game, indicating it does not offer similar gameplay or appeal.
- Controller issue mentioned (weight 0.03): One review highlighted a controller issue that needs fixing before the game can be recommended.

Other player notes:
No miscpoints

Emotions:
- Frustration (weight 0.72): The primary cause is a deeply flawed combat system that feels boring, unresponsive, and punishing, with poor hit feedback, unavoidable hits, and inconsistent mechanics. This is compounded by a lack of player agency, punitive save systems that cause significant progress loss, and numerous technical issues including bugs, poor optimization, and crashes. These factors combine to create an experience where the player feels unable to progress or accomplish anything, with every aspect of the game feeling tedious and disrespectful of the player's time.
- Disappointment (weight 0.29): Players entered with high expectations from hype or trailers, but the experience was ruined by terrible combat mechanics, excessive cutscenes, and a lack of engaging gameplay. The game is perceived as a downgrade from its predecessors or other similar titles, with clunky controls, poor voice acting, and a story that fails to deliver on its initial promise. This results in a strong contrast between the desired experience and the frustrating reality of poor pacing and unfulfilled potential.
- Boredom (weight 0.11): The game's extremely slow pacing, excessive cutscenes, and repetitive combat create an experience that fails to engage the player. This is often described as 'realistic to the point of being dull,' with tedious chores and filler dialogue filling the initial hours. The lack of interactive gameplay and engaging mechanics results in a feeling that the game is boring and lazy.
- Anger (weight 0.08): This emotion is driven by a sense of being trapped and cheated, often after being locked into the game past a refund window. Key triggers include losing significant progress due to the save system or unfair combat encounters, unchangeable key bindings that lock out left-handed players, and a forced moral message that betrays player choice. The combat is described as unbearable, compounding the anger of a perceived waste of money.
- Disgust (weight 0.03): The core cause is a deep dissatisfaction with the core gameplay loop, where combat forces specific actions and strips the player of free will, making the experience feel like a 'soul-crushing garbage' experience. This is further fueled by unpleasant dialogues and an overall feeling that the combat is extremely poor.
- Annoyance (weight 0.03): A persistent irritation from specific gameplay elements, such as enemies with teleporting, unavoidable attacks and the clunky, bloated nature of the main story. The requirement for excessive realism, like putting on a hood before a helmet, and the game's defenders belittling different player needs also contribute to this feeling.
- Confusion (weight 0.02): Players are baffled by the disconnect between the game's positive critical reception and their own experience of deep frustration. Specific gameplay logic is also confusing, such as getting attacked during a lawful playthrough or headshots dealing no damage, further fueling the disbelief about the game's hype.
- Regret (weight 0.02): The core feeling of regret stems from the perception of wasted money, especially for players locked into the game past the refund window by an initially engaging prologue. This realization that the game is not enjoyable leads to a strong feeling of regret over the purchase.
- Absurdity (weight 0.01): The absurdity is pinned on a single, specific design decision: forcing players through a tutorial that lasts over three hours before granting the freedom of an open world, a pacing choice that is seen as unreasonable and ridiculous.
- Worry (weight 0.01): This concern is specifically triggered by the knowledge that the same development team is working on a Lord of the Rings game, leading to anxiety that the title will inherit the same deep flaws.
- Anguish (weight 0.01): This feeling is caused by the specific, tedious task of having to find a particular NPC without any in-game guidance, highlighting a design that relies on external help rather than clear direction.
- Overwhelm (weight 0.01): The player feels overwhelmed by the sheer volume of content and activities available, indicating a sense of being presented with too much to do without clear guidance or pacing.
- Appreciation (weight 0.01): The game is appreciated for its strong cinematic presentation and its unique attempt at a realistic medieval simulation, with an engaging story that stands out despite other flaws.
- Enjoyment (weight 0.01): Enjoyment is derived from the exploration and combat systems, as well as the well-implemented simulation mechanics like saving, eating, drinking, and bathing, which are praised for being 'well done'.
- Helplessness (weight 0.01): The feeling of helplessness is caused by being stuck with no way to advance due to the interaction of multiple game systems, creating a frustrating dead end for the player.
- Excitement (weight 0.01): Excitement is generated by the game's incredible world-building, stunning art design, and the quality of its musical score from a talented band, creating a strong initial pull.
- Resentment (weight 0.01): Resentment is directed at the game's core design philosophy, which the player feels prioritizes realism above all else, sacrificing fun in the process.
- Admiration (weight 0.01): Admiration is felt for the high production values in specific areas: the visuals, the quality of voice acting, and the story are all noted as being of high quality.
- Exasperation (weight 0.01): Exasperation is caused by the game's introduction, which is described as taking over two hours to complete, a pacing issue that tries the player's patience.
- Joy (weight 0.01): Joy is a result of the game's visual presentation, particularly appreciating the beautiful graphics and dense forest environments that create a sense of place.}