In an effort to create a absorbing version of medieval Czechs, Kingdom Come: Deliverance 2 goes to all-in on detail down and dirty. Sometimes it is historically motivated, such as the need to carry the torch at night so that the guards think you are in the dark on devilish deeds. There are other options that make you more strictly thinking about the game mechanics that you tend to take for granted in other games, such as the fighting of the swords, which is reimaginated here as a tax direction dance. Other, including groups of people you meet, and the languages they speak are included in an attempt to faithfully represent the world and its diverse culture.
Just as I respect this approach and just as I enjoy KCD2, medieval Czech is not just my favorite place to hang. I like how the game revives it, but I would rather see so many other era to revive at this level of detail. Like, what about the future?
Interestingly, the game that comes closest is the Blober team observer, which takes place in the cyberpunk version of Krakow in Poland – near Bohemia.
Worthy of the future
The joy of the Kingdom of Come: Deliverance 2 is how its focus on small details ends up with large emotional payouts. When creating a simple potion, the process is difficult to work, the download feels good as you do not feel in games with simpler production mechanics.
This forces me to think that a qualified developer can create something of the same detail oriented and absorbing, but set in a dirty future. Like the original Kingdom Come: Deliverance, it could be a more modest modified game that focuses on cyberpunk vibrations without cyberpunk. Give me a few dense blocks mega-město and let me wildly.
Allow me to penetrate the mainframes to consider the physicality of technology rather than the process abstraction. Hacking is a reliably entertaining mini-game in the open world-Star Wars Outlaws' Wordle-inspired interruption is a particularly good example-but rarely have to do with an object you should burst.
I think about something more in the spirit of stories without code of dislike and observation, a game where the technology brand is a key part of narration. In both of these games, you have to spend time to deal with every new piece of technology they have put in front of you, and rarely get help in the form of teaching. With each computer or security camera or microfiche, you just have to think until you understand it.
No, it's not a typo. The observer and observations are really two different games.
Tactile design is not limited to the past
KCD2 has a lot of educational and illustrated guides that you can read, but its approach is similarly driven by objects with which you interact in the world. You put the bags of herbs on the shelves and put their handful into the bowl to crush them with a thickness. You will bathe so that people do not think you are disgusting and low class. If you sleep in someone else's bed, you are arrested. It is a borderline fetishist approach to realism, but why shouldn't the game be extremely devoted to what it wants to be?
I want to do this in 2085. Take care of the transmission belt of my flying car. He torn my cricket allocation into the glaop paste before tearing the chicken aroma package. Thunking wires in the client's head to get up in a synthetic dream. Press directly on the thumb to place your vibroblades to block the opponent's laser ninja stars. Well, this is the real amalgam of sci-fi tropics and probably wouldn't all work in one game. However, I want to see how the degree of repair was devoted to an imaginated future, not just a distant past.
Other
If Witcher 4 is something like Cyberpunk 2077, we'll play it in 2031
Seven years have passed between the first CG CG trailer and its complete release.