>>FULL REVIEW
The first time two roadside bandits rushed me, I didn’t feel like a knight. I felt like a man trying to backpedal through a bush while the camera fought me almost as hard as they did. The fight went badly.
That was my early experience with "Kingdom Come: Deliverance II". I was short on money, wearing whatever clothes I could find, and treating a free meal like an actual reward. Henry has been through plenty by the time this sequel begins, but the opening knocks him back down hard. Bohemia doesn’t care about his history, and nobody is waiting to recognize him as the hero of the first game.
I had to build him back up. At first, that meant avoiding fights, taking small jobs, and thinking carefully before speaking to anyone with money or authority. Later, I could afford better equipment and walk into those same conversations looking like somebody worth hearing. Henry’s growth showed up in the way people treated him as much as it did in his stats.
Combat follows the same path. Early sword fights feel nervous because Henry cannot simply overpower everyone standing in front of him. Directional attacks, blocks, stamina, armor, and weapon choice all matter. Practice eventually turns those awkward swings into controlled fights, but the game never completely lets you relax. One trained opponent can still punish sloppy timing, and several mediocre ones can surround Henry before the targeting system decides who I am actually trying to hit.
Group combat remains one of the game’s weakest areas. Some of that difficulty is fair. Fighting three armed men should be dangerous. The frustration starts when the camera gets trapped between enemies or the lock-on system refuses to follow the person about to cave in Henry’s skull. I learned to control space, retreat, and avoid fair fights whenever possible, but the controls sometimes create more confusion than the enemies do.
Thankfully, fighting is rarely the only answer. A quest might allow Henry to persuade someone, steal what he needs, find another entrance, gather useful information, or arrive dressed well enough to be taken seriously. These solutions feel connected to how I have been playing rather than handed out as obvious good, bad, and clever dialogue options.
The world remembers enough to make those choices matter. Stolen property can cause trouble. Guards recognize criminal behavior. A damaged reputation changes how people speak to Henry. Even his smell and clothing can work against him. I started washing before important meetings and hiding stolen goods because the game had already taught me what happened when I didn’t.
Henry and Hans Capon keep the larger story from getting buried under all these systems. Their friendship feels established without becoming comfortable. They know how to make each other laugh, but they also know where to cause damage. Hans is proud, irresponsible, and occasionally exhausting, while Henry’s loyalty is constantly tested by the difference in their social positions. Their relationship gives the political conflict something personal to hold onto.
Playing the original game makes that relationship stronger. New players will understand what is happening, but some returning characters and unfinished conflicts lose weight without that history. This is a direct continuation of Henry’s story, not a fresh adventure that happens to reuse him.
The slower routines are a large part of why I became invested. Food spoils. Clothes get dirty. Armor needs attention. Alchemy involves brewing the potion, and blacksmithing requires more than selecting a recipe. Preparing for a journey can be satisfying because leaving town genuinely feels like leaving safety.
It can also become irritating. There were times when I wanted to follow the story but first needed to repair my equipment, clean Henry, find food, and locate somewhere dependable to save. Saviour Schnapps gives saving an in-world cost, but it also punishes experimentation and makes interruptions outside the game more annoying than they should be.
Bohemia earns much of that patience. The countryside around Trosky feels isolated, while Kuttenberg is crowded enough to change how I moved and behaved. People work, sleep, attend services, and notice when Henry enters a respectable building covered in blood. The world isn’t flawless—animations can stiffen, NPC behavior occasionally breaks, and complicated quests sometimes need the machinery kicked back into place—but it holds together remarkably well for a game tracking this many moving parts.
By the time Henry could handle himself in a fight and walk into important rooms without being dismissed, I remembered exactly what it had taken to get him there. That journey from barely surviving to becoming someone Bohemia has to acknowledge is what "Kingdom Come: Deliverance II" does better than almost any other RPG.
WHO THIS IS FOR
For players who want a grounded RPG where skill, preparation, and reputation have to be earned.
SKIP IT IF
Slow progression, survival routines, and demanding combat sound more exhausting than immersive.