Kingdom Come: Deliverance
16th of March, 2026
Kingdom Come: Deliverance I and II are among the best games I’ve ever played. They feature solid stories, engaging combat, and a strong commitment to realism.
I enjoyed the stories for both games, though titles like The Witcher 3 and Cyberpunk 2077 set the standard I use for story-driven games. While Kingdom Come: Deliverance does not reach that level, the stories remain enjoyable nonetheless, and I really like Henry as a character.
The graphics in both games are beautiful, and they truly immerse you in medieval times. Locations are memorable, from sprawling towns to the smallest villages, and there is so much to explore and do even in seemingly minor areas.
The first-person perspective enhances immersion and supports the narrative strongly. In the second entry, a codex also serves as a learning companion, offering summaries of historical and cultural information about the medieval world. As someone passionate about history, this alone makes the second instalment a masterpiece to me.
One of my favourite details is how the game incorporates Henry’s literacy. Early on, text appears jumbled on pages, reflecting his inability to read. But as Henry learns, the text becomes legible, and as a result, new dialogue options open up, allowing him to present himself as knowledgeable. A subtle but brilliant touch that enhances immersion.
Combat is both challenging and rewarding, but it can be frustrating, particularly when a single hit proves fatal, not to mention that you are often outnumbered. However, progression feels meaningful as you level up. Henry becomes stronger, gaining skill in alchemy, stealth, thievery, swordsmanship, and more. You can feel his growth as a character, which makes how he handles tasks easier.
I also really enjoyed the mini games for smithing and alchemy. Performing these activities in first person makes them feel much more engaging and immersive, though they can be repetitive at times. Smithing requires you to physically follow the process of heating and hammering, while alchemy involves carefully preparing ingredients and following recipes. These systems add a satisfying layer of interaction that makes these activities feel hands-on.
Oh, and the soundtrack in both games really stood out to me. The combination of orchestral, choral, and medieval-style instruments fits the setting perfectly. Hearing those themes during exploration and key moments added a lot to the atmosphere, and I really enjoyed how it tied everything together.
The games certainly have their strengths, but they also come with notable shortcomings.
At times, the writing relies heavily on plot contrivances and can feel rushed. In the first game, one particular revelation caused a strong sense of whiplash. The moment felt significant, yet the character’s reaction seemed surprisingly muted. In the second game, Henry also appears to survive multiple dangerous situations in quick succession. Realistically, it should have ended far worse for him, which makes certain moments difficult to take seriously.
Both games also struggle with how they apply realism. Combat can be extremely punishing, where a few hits are enough to kill me. Yet that sense of realism disappears when enemies shrug off situations that should be devastating. For example, firing an arrow directly into someone’s face does not even slow them down.
Enemy behaviour during stealth encounters presents another issue. Even when I am carefully concealed in a bush, missing a single arrow causes enemies to immediately pinpoint my exact location. Instead of reacting cautiously by taking cover behind trees or searching the area, they tend to charge directly toward me in retaliation.
Actually, the archery mechanics in general leave much to be desired. They feel underwhelming and can be outright frustrating and unrewarding. Even when the target is standing still, I find myself missing often because it is difficult to judge the arrow’s trajectory.
I understand that stealth is pretty much broken in these games. A straightforward solution could involve clearer distinctions between enemy types. Heavily armoured enemies could withstand more damage but move slowly while advancing toward the player. Lightly armoured enemies, on the other hand, could be much faster but far more susceptible to ranged attacks.
In the second entry, I missed a quest that turned out to be time-sensitive without any prior indication. It was frustrating to say the least. This isn’t unique to Warhorse Studios, but it is one of the most baffling things you can do to players, especially in large open-world games where multiple quests are being handled at once.
The gameplay loop can be repetitive, as most combat revolves around bandits or random encounters. There is also a noticeable number of fetch quests.
As for the DLCs, their stories are not particularly memorable. Part of the issue comes from comparisons to expansions like Phantom Liberty, Hearts of Stone, and Blood and Wine, which have set an exceptionally high standard for what additional content should offer.
Despite the flaws, the games shine in their attention to detail, grounded gameplay, and immersive world-building. The Kingdom Come: Deliverance games are masterpieces, and I would recommend them to anyone, especially those seeking a more grounded and realistic experience set in medieval times.