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LEGO Horizon Adventures – Robodinosaur Sci-fi for Even the Youngest Players

LEGO Horizon Adventures Feature Picture
LEGO Horizon Adventures Feature Picture

Estimated reading time: 8 minutes

A Familiar Formula with a Robotic Twist

LEGO games are a special phenomenon. At its core, it’s brilliant if simple entertainment and a guaranteed recipe for success – simply take a popular brand, convert it into bricks, simplify the story as much as possible and fill in any plot shortcuts with a generous dose of timeless humour and pop culture allusions. The result is usually an entertaining affair that both small LEGO fans and fans of the original LEGO set can easily enjoy. And this is no different with LEGO Horizon Adventures.

Reimagining Horizon Zero Dawn for a Younger Audience

This is a remake of the 2017 action-adventure Horizon Zero Dawn from Guerrilla Games, in which we take the role of a young adventurous woman named Aloy to the distant future. Here, however, humanity is not enjoying futuristic conveniences and scientific inventions, for due to the global apocalypse, humans are technologically at the level of prehistoric times and, ironically, fully autonomous robotic animals roam the landscape freely. The basic premise of Horizon, in short, is still utterly fascinating. The story of the aforementioned Horizon Zero Dawn is told very loosely here, and it interprets many of the key scenes in exactly the same way as the other LEGO games, rather in its own way. So, if you’re a fan of the prequel and are looking forward to reliving your favourite emotional moments, prepare to either get them enhanced with a good dose of humour or, for dramaturgical purposes, fundamentally reworked.

Lighthearted Storytelling with LEGO Charm

As with most LEGO games, though, I didn’t mind too much. The story flows nicely, there’s no shortage of humorous moments and it’s simply a nice entertainment where you can relax and unwind. However, for hardcore fans who treat Horizon Zero Dawn as an untouchable idol, I’d recommend treating LEGO Horizon Adventures as a completely separate work. The gameplay is inherently simple. You’re given a mission to embark on from the Mother’s Heart village, and then alternate between exploration and combat passages in visually beautifully designed levels. Taking a page from the Horizon series, there’s the typical rock or wall climbing in general, platform jumping and simple environmental puzzles.

Linear Levels with Limited Exploration

It should also be noted, however, that unlike the open world of Horizon Zero Dawn, in LEGO Horizon Adventures you’ll encounter exclusively linear levels, where the maximum level of exploration means turning off the main path a few metres and opening a chest full of LEGO bricks. So the developers could have played around a little more with the structure of each level, although visually they captured the atmosphere of Horizon Zero Dawn almost perfectly.

During your quests, you collect money, experience and special gold and red bricks. You can then use these items to unlock skills for playable characters, stacks of skins and optional costumes, or you can expand Mother’s Heart with new buildings and enhance the local area with new decorative items. In Mother’s Heart you’ll also find a board with optional side quests and challenges that you can complete, perhaps in parallel during story missions. This is a nice additional activity in itself, it’s just a shame that you can’t actively track your progress in each challenge. So if you’re wondering how far along you are in a challenge, you have to go back to the message board after returning from the wilderness and find out for yourself which is a bit annoying. Sure, it’s nothing major, but I’m still a bit baffled that the developers didn’t think of it.

Diverse Combat Mechanics and Character Abilities

The combat system, however, is much more well thought out. You can play as a total of four different characters – Aloy, Varl, Erend and Teersa, each with a different fighting style. Aloy relies on her trusty bow, Varl uses a throwing spear, Erend uses heavy hammers, and Teersa likes to throw explosive objects and other inventions.

You can switch between these characters quite easily, and it’s up to you to decide which way of fighting suits you best. Personally, I spent the most time with my beloved Aloy, but Varl and his throwing spear weren’t bad either. Your enemies consist of a variety of robotic prehistoric type animals and several types of human opponents. Like in Horizon Zero Dawn, the mechanical monsters have weak spots scattered around their bodies, which you can hit to take a decent amount of health. However, while exploring locations or even during the actual fights, you can pick up other special items such as hot dog carts, fire boots, throwing sharks, and other inventions that can make quite a mess on the battlefield.

Elemental Interactions and Boss Battles

The fights are not particularly difficult in terms of gameplay mechanics, but they are fun and well crafted. Shooting a bow or hitting robotic dinosaurs with a hammer is nicely complemented by playing with the elements, for example, shooting through fire to ignite your arrows for extra damage, while the same can be done with a small pool of electricity, which you can use to make lightning arrows. And if you shoot these arrows into a body of water, for example, you can make an effective electric trap out of it.

These tricks then come in handy during more challenging boss fights, when you’ll have to knock down their bulky health bars with all the means at your disposal. Make no mistake though, this is by no means LEGO Dark Souls. However, if the difficulty is beyond you or your children, or too trivial for your abilities, it can be adjusted at any time in the settings to suit your needs.

Isometric Perspective Enhancing Co-op Play

From the previous text, it may seem like LEGO Horizon Adventures is just another typical LEGO game, but the opposite is true. In fact, compared to its predecessors, Horizon has made a significant change – namely, it has gone from a full 3D camera to a camera fixed in one position. This means you’re looking at the game from an isometric perspective, and it has to be said, it works well. This change is definitely most noticeable in co-op play, where you can now see both characters beautifully at once. So you no longer have to worry about a confusing camera in tight spaces, or limited visibility on a split screen like in previous LEGO titles.

The only downside, however, is that because of this, the two characters now have to stick relatively close together during co-op. As soon as the guest player starts to move away, the other player is automatically transported to them. In normal level traversal this doesn’t bother so much, but during duels or boss fights it can sometimes be really annoying. Despite this criticism, however, from my point of view this change of view is a great decision on the part of the developers and is undoubtedly to the benefit of the cause.

Nostalgic Visuals and Engaging Audio

The graphics in LEGO Horizon Adventures are excellent, whether it’s the lighting, shadows, character animations or overall aesthetic. In fact, the game world this time around is completely composed of LEGO bricks (including the water surface, the ground, etc.) and it looks absolutely familiar, to the point where I couldn’t help but get nostalgic while playing, thinking back to my childhood when I used to build my own worlds at home and try to make the most of all the bricks. The audio-visual treatment is nicely complemented by solid sounds and dubbing of individual characters, which you’ll enjoy especially during the hilarious cutscenes.

About LEGO Horizon Adventures

Title: LEGO Horizon Adventures
Type of Game: Action-Adventure
Developer: Guerrilla Games, Studio Gobo
Publisher: Sony Interactive Entertainment
Release Date: November 14, 2024
Platforms: PlayStation 5, Nintendo Switch, Windows

Where to Purchase:

Split Fiction – Hazelight’s New Co-op Adventure Is as Wild as It’s Clever

Split Fiction Coop Game EA Hazelight Studios 04
Split Fiction Coop Game EA Hazelight Studios 04

Estimated reading time: 8 minutes

From It Takes Two to Something New

Already 4 years ago the award-winning hit It Takes Two appeared here. This time around, the creators at Hazelight Studios have moved away from the more serious themes of their previous games, A Way Out and Brothers: A Tale of Two Sons, and taken a more light-hearted direction. The game from the relatively small studio won one award after another and eventually took home the top prize of Game of the Year at The Game Awards. Since then, it has sold over 23 million copies, and the developers have regularly reported since then that they have once again surpassed the previous milestone. No wonder—truly narrative and playable co-op games are rare, so each one feels like a godsend. So when studio boss Josef Fares appeared at The Game Awards last year, I knew we couldn’t miss this one.

A Story Written by Strangers

Split Fiction comes with a slightly different concept. While previous titles have focused on pre-existing relationships—whether between two escaped prisoners or a married couple on the verge of divorce—this time around, players find themselves in the shoes of two girls, Zoe and Mio, who don’t know each other but are coincidentally drawn into an adventure together. What’s more, the two women don’t exactly get along, either as people or as authors. So they will have to overcome their differences and work together to get out of the simulation.

Virtual Reality Gone Off the Rails

The story begins at a casting call for writers, where Zoe and Mio get the chance to see their stories come to life thanks to Rader Publishing’s advanced virtual reality technology. But when Mio uncovers the company’s shady practices and unexpectedly finds herself inside Zoe’s simulation, their journey together begins across a world made up of their own stories. The extrovert Zoe writes relatively quiet, but bland fantasy; the introvert Mio, on the other hand, prefers suspenseful, though also bland, science fiction. Players thus get into a crazy mix of cyberpunk chases, fairy tale adventures, and bizarre minigames. Unsurprisingly, Split Fiction is brimming with tons of original ideas. Almost every level shows that Hazelight Studios has several incredibly creative people working on the game, which constantly surprises with new mechanics and challenges.

Creative Gameplay That Keeps on Giving

Unfortunately, the same cannot be said for the narrative itself. Even with It Takes Two, there was plenty to fault with the story and dialogue, but the main duo had great chemistry, and the central theme was interesting to say the least. Split Fiction lacks both. Zoe and Mio are likable, but their development is incredibly predictable, and the dialogue is full of clichés. The often infantile, annoying humour doesn’t help either. I don’t want to play the tough guy who doesn’t laugh at childish jokes; on the contrary, I’m a big fan of animation, but it simply doesn’t work here. I don’t even know who the humor is aimed at. It contains typically Fares-esque bad language, while the story itself feels like it’s aimed more at children.

Where the Narrative Fails the Journey

What Split Fiction loses in story, it thankfully makes up for fully in the gameplay itself. Studio Hazelight has a wealth of experience in creating unique co-op experiences, and it shows here. It’s not just that it’s fun to do all the crazy stuff with two people, but the way the game handles it. In many cases, each player has a different role and must align themselves with the other, which isn’t always an easy task. In each level, you need to join forces and find a common solution. A big part of the game is exploring new possibilities, so I certainly won’t give them away here. However, Split Fiction is a game full of variety, so you don’t have to worry about mechanics being repetitive. Something new awaits you in each level—sometimes you’ll engage the more action-oriented part of your brain, while other times you’ll have to think carefully about the puzzles. Whether you prefer dragons or giant robots trying to destroy you, the game offers something for everyone. Without giving away the details, you can look forward to a truly original experience, both visually and in terms of gameplay.

Co-op Chaos with a Purpose

In addition to the main story, you have the option to bounce around to side narratives that are scattered throughout the levels. Finding them is fairly straightforward, and they’re usually located near the main route or pointed out by one of the characters. And if you still miss them, you can return to them at any time via the chapter selection. It would be a shame to miss them, as each one brings original mechanics and is almost always a pleasant diversion. Most of them are several-minute sequences—for example, one level pits Zoe and Mia against each other in a snowboard race, and the game offers a solid trick and scoring system similar to the legendary SSX series. Some parts are more logical, others more story-driven, but all have a point and added value. Personally, I think they also contain one of the funniest moments of the entire game. When you check it out, you’ll definitely remember my review.

Side Stories That Shine Bright

The experience will also be heavily influenced by who you go to Split Fiction with. With It Takes Two, it was often the case that couples would get the game but eventually find that one of them wasn’t a very experienced player, leading them to give up playing. I fear something similar may be happening here. While the levels are fun and well-designed, the more action-packed passages can frustrate even more experienced players. Fortunately, the game offers options to adjust the difficulty directly in the settings and even allows you to skip problematic passages should they prove too difficult. Overall, though, the passage is smooth and doesn’t present an extremely difficult challenge for the average player. Some parts can be confusing, but never frustrating.

Difficulty Spikes and Friendly Tweaks

Technically, the game can hardly be faulted. I reviewed it on a base model PlayStation 5, and while I was initially surprised by the lack of an option to set a performance mode, I was pleasantly surprised in the end. The game runs very smoothly and without any issues. Furthermore, as with the previous game, the icing on the cake is that the owner can invite a friend to play Split Fiction for free thanks to the Friend’s Pass. So you only need to own one copy. Crossplay is also now available, so players on PlayStation, Xbox, and PC can play together.

Final Thoughts on Hazelight’s Latest Co-op Hit

Split Fiction is further proof that Hazelight Studios can create original co-op games that surprise with great mechanics and unexpected moments. The gameplay is dynamic, constantly bringing new challenges, and the variety of individual worlds is truly impressive. Although the gameplay mechanics work great, the story and humour sometimes fall short and are not always ideal. But if you’re looking for a creative co-op experience, you definitely can’t go wrong with this game.

About Split Fiction Cooperative Game

Title: Split Fiction
Type of Game: Cooperative Action-Adventure, Narrative Puzzle Platformer
Developer: Hazelight Studios
Publisher: Electronic Arts
Release Date: March 6, 2025
Platforms: PC, PlayStation 5, Xbox Series X/S

Where to Purchase

Lost Records: Bloom & Rage – A Nostalgic Story Through ’90s Girlhood

Lost Records: Bloom & Rage - Lost Records: Bloom & Rage Tape 1 Feature Picture
Lost Records: Bloom & Rage - Lost Records: Bloom & Rage Tape 1 Feature Picture

Estimated reading time: 9 minutes

The Spiritual Successor of Life is Strange

More than any other follow up from Don’t Nod or another studio, Lost Records: Bloom and Rage feels like a spiritual successor to Life is Strange. It’s a supernatural, coming-of-age rebellion told through a camera. It’s about girls and the narrative choices that shape their relationships. It’s about how those relationships in turn shape each other’s lives.

The Nowhere Place of Velvet Cove

Lost Records’ Velvet Cove isn’t quite the now-iconic locale of Arcadia Bay. Set in a small town in the Upper Peninsula of Michigan it is essentially nowhere. And that is what that part of the world feels like, sure, but Velvet Cove needs to exist in this anywhere-and-nowhere state to emphasize the game’s relationship to time. At the end of the game’s first part (Part 2 releases April 15), there’s no time travel in Lost Records. There’s no telepathy either; just some magic, as of now still largely undefined. Rather, the past is a constructed narration from the women in the present day of 2022, remembering their 16th summer in ’95. The one before they graduated. Before main protagonist Swann moved away. Before they promised to never speak of it. Before…

WePlayGames Youtube channel Lost Records: Bloom & Rage – Mating Squirrels

Artifacts of Girlhood

At home I pick up the objects and rotate them, but there’s something different about these. Trolls, PEZ, VHS Rentals in chunky plastic boxes, Pogs, serial paperbacks, diaries, marbles, pads, pin screens, bubbly plastic pencil cases, Newton’s Pendulums, a CD binder, sci-fi show magazines, a sticker covered alarm clock, and a Tamagotchi I can feed, play, and clean with each button. Also: That story you wrote, ripped out of a journal hidden with the romance novel you kept under the bed. These aren’t clues. There are no puzzles to solve. Each is a rendered artifact of girlhood.

Through the Lens: Swann’s Camcorder

Swann, an outcast who at this point prefers to go unnoticed, takes her camcorder out to the trail and records the animals. The ruins. Comes home and films her cat around the bedroom. The game splices the tape together, lets me edit the footage. I make a film, a moving diary that looks like the grainy spool that spun in Swann’s hands a few seconds at a time. And when I watch it all back through the grain it feels like I held that tape in my own hands, not something rendered on my screen. Then one day she’s noticed, befriended by three girls who also don’t fit in for reasons they never really understood.

WePlayGames Youtube channel Lost Records: Bloom & Rage – Recording Swann’s room

Memory and Time: Past and Present Collide

There are moments where time jumps 27 years between the bar and Velvet Cove within a single scene, others when days play out with commentary echoing from above. Through this ongoing conversation, choices are made. Swann remembers who it was she called on the phone 27 years ago, what they all named that hideout you found and decorated down by the lake. And if these nostalgic memories of such an idealized moment are wrong, well there’s those tapes Swann has, the ones you have been recording this whole time. Right?

Nostalgia With Purpose

Lost Records is nostalgic, but it is also concerned with nostalgia and the fuzzy, lossy memory making of queer childhood—at least at this halfway point in its narrative. The past is certainly romanticized, but it feels eerie. The light is too pretty, the adventures too tropey. They even say as much, referencing Blair Witch as Swann helplessly films while lost in the woods one night. But maybe I just desire a critique of ’90s nostalgia. Lost Records is releasing under similar circumstances to Life is Strange in 2015. I know screenshots of this review might circulate on X like other recent writing on games that simply contain queer people. And I know a lot of those people are nostalgic for the games they played in their romanticized ’90s childhood they feel were taken away from them.

Beyond Male Gaming Nostalgia

In her essay “Let’s Play Life,” Liz Ryerson observes the role of ’90s gaming nostalgia in the contemporary conservative backlash, return rhetoric capitalizing on an idealized past that looks “a lot like those kitschy Thomas Kinkade style tableaus of consumer childhood nostalgia done by artist Rachid Lotf.” These men were surrounded by mirrors their whole lives—childhood stories and a mediasphere growing up around them constantly reflecting back their own stories. They never had to look through a window at a story that might offer something unfamiliar, unknowable to them, and now AI images can endlessly regurgitate rose colored vomit back to them. Those boys probably broke a few of those windows with baseballs, like what happens in the movies back then, when kids could wander the neighborhood and play pick up games.

For the Girls on the Outside

But Lost Records is for the girls who know what finding Bikini Kill or Team Dresch or Siouxsie and the Banshees after all those years feels like. Who made a religion of Rocky Horror and found out there’s other people that don’t fit in like them. It’s also an interactive game with clumsy dialogue mechanics that we’ve seen done better in the decade since. While it’s easy to say Lost Records is a Stand By Me for girls, it is not creating quite the same fantasy. It is not a purely affirming mirror. Romanticized, but not idealized. Swann’s called a lesbo, fatso, freak. She makes all these tapes of her cats and her toys because she’s alone, and when she has friends she makes videos of them because she never found those mirrors to her girlhood at the Movie Palace.

The Limited World of Velvet Cove

But then, Keweenaw County. Velvet Cove. It’s cool that this is a game about 40 year old women talking over drinks as much as it is cool that this is a game about teenagers discovering riot and each other and themselves all at once. But Velvet Cove is a movie rental store with an ice cream stand, a dilapidated playground under a conspicuously large underpass, Nora’s garage, a trail through the woods near the lake, your bedroom, and this bar we’re sitting in today remembering it all. All connected by roads and woods that you never see, just the water tower on the horizon.

Questions Remaining

Perhaps that is also a consequence of memory, though, these isolated moments and spaces, but I don’t totally buy that we’re in some definitive version of the past yet. There are no other kids. Hardly a mention of school. I can’t for the life of me figure out why they would put on a show in a parking lot with no other kids their age around. Where are all the tapes Swann and I have been recording this whole time?

Unfocused but Earnest

Maybe that’s just been lost to memory. Maybe Part 2 will answer questions I don’t have yet. What Lost Records: Bloom and Rage has set up is deeply compelling, though flawed. Original Life is Strange strikes a similar chord: “unfocused but earnest.” With such earnestness comes some amount of vulnerability—seeing beneath the armor of goth makeup, piercings, and loud music. Lost Records knows the armor we wore. Might still wear, too. That girlhood is a thing we all failed in our own way. And that the perfect needle drop can make up for a clumsy confession.

About the Game

Title: Lost Records: Bloom & Rage
Type of Game: Adventure
Developer: Don’t Nod Montréal
Publisher: Don’t Nod
Release Dates: Tape 1: February 18, 2025 Tape 2: April 15, 2025Platforms: PlayStation 5, Windows, Xbox Series X/S

Where to Purchase

*Note: The game is released in two parts, with Tape 1 currently available and Tape 2 scheduled for release on April 15, 2025.*

Kingdom Come: Deliverance II – Take on Haptics for PlayStation

Kingdom Come Deliverance II - Defense against the Prague Army
Kingdom Come Deliverance II - Crosbow Defense against the Prague Army

Estimated reading time: 6 minutes

I already shared a detailed review of Kingdom Come: Deliverance 2, focusing on its storytelling, visuals, and overall medieval atmosphere. This time, I want to dive deeper into one aspect that blew me away by accident would say: the controller haptic feedback on the PlayStation version. I tested practically every basic haptic feature I could find, and I have to say it’s quite impressive.

Alchemy: Feeling the Medieval Craft

One of the first things I tried was alchemy. As soon as I started crushing herbs in the mortar, I felt a distinct friction right in my DualSense controller. It was surprisingly immersive—like I could sense the medieval craft in my own hands. When stoking the fire with the bellows, there’s another subtle vibration, imitating the rhythmic push of air into the flames. Similarly, raising and lowering the cauldron produces noticeable haptics shifts, making the entire alchemy process feel delightfully hands-on.

Close Combat: Steel on Steel

Close combat is where haptics shine. Every sword strike has a distinct vibration pattern, creating a satisfying jolt each time blades connect. More interestingly, as your stamina decreases, the adaptive triggers demand increasing force. It’s like you feel Jindra’s (the main character’s) fatigue in your own fingers, reinforcing the importance of managing your energy in battle. Heavier weapons such as the mace make the triggers feel stiffer, while blocking with a shield registers as a solid impact you can’t ignore.

Ranged Weapons: Crossbows vs. Bows

I also spent time experimenting with crossbows and bows to see how differently they’d register on the controller. With the crossbow, you feel that moment you draw back the string—your hand shakes more and more as stamina drains, and the weapon’s trembling becomes more pronounced. Even sliding the bolt into place is perceptible, adding a nice little detail. Pressing the trigger to fire is accompanied by a sharp click that feels very believable.

In contrast, the bow’s adaptive trigger feels tense the entire time you draw the string. I have to hold the trigger firmly, and the bow’s trembling intensifies as my stamina dips. Releasing an arrow has a distinctly different sensation than the crossbow’s “click.” Instead, it’s like a pulse swiping from one side of the controller to the other, evoking the feeling of letting the bowstring slip from my fingers.

Horse Riding: Hooves and Impact

Riding my horse around medieval Bohemia has never felt so alive. I can feel every hoofbeat in the controller, and braking the horse delivers a tangible drag. The pulses vary depending on the horse’s gait or if I get knocked off—landing on the ground sends a strong jolt right into my palms. There’s also a faint sensation of having my feet in the stirrups. It’s subtle, but I sense it on each side, almost like I’m gently nudging the horse forward.

Thievery: Quiet Steps and Lockpicks

Stealth is a big part of Kingdom Come: Deliverance 2, and haptics enhance that aspect too. If I open a door carefully, the vibrations are subdued, mirroring the tension of trying not to make a sound. When I’m crouched and moving slowly, I barely feel my footsteps. Conversely, if I sprint around, the vibrations grow stronger with each footfall—making me acutely aware I’m no longer sneaking.

Lockpicking is equally nuanced. The more I stray from the sweet spot, the louder the lock “squeaks” in my hands, with an increased vibrating force. Once I finally crack the lock, there’s a satisfying click felt through the PlayStatiopn DualSense controller. It’s a minor detail, but it dramatically raises the stakes when you’re trying to stay unnoticed.

Blacksmithing: Every Hammer Strike

Last but not least is the blacksmithing minigame. Swinging the hammer feels varied based on how well I strike the workpiece. A correct strike registers as a firm, robust jolt. Hitting the anvil beside the horseshoe, however, results in a weaker vibration that signals my off-target swing. Every blow produces a unique feedback, reflecting how good or bad my hammer work is. Even stirring the forge or adjusting the metal can produce small but distinct pulses.

A New Level of Medieval Feeling

Altogether, these haptic features make every action feel more immediate and authentic—from crushing herbs in alchemy to hammering metal at the forge. I considered them an intriguing footnote in my original review, but once I dug deeper, I realized they deserve this standalone spotlight. It’s astonishing how much dimension these haptics add to the medieval CZ setting of Kingdom Come: Deliverance 2, especially if you’re playing on PlayStation.

I still marvel at how different weapon handling feels thanks to adaptive triggers, or how thoroughly I’m drawn into the act of riding a horse through muddy roads and dense forests. Even sneaking around back alleys or picking locks in dimly lit corridors gains a brand-new layer of tension when your controller echoes every tiny slip.

If you’re a fan of the original Kingdom Come, or you enjoy historically grounded RPGs that push immersion, these refined haptics are a legitimate selling point. They offer a tangible connection between you and Jindra’s world, letting you practically feel the clink of steel and the strain of drawn bowstrings. For me, this adds an unforgettable dimension to an already solid experience. If you haven’t checked it out yet, consider this your invitation to immerse yourself in the next level of medieval warfare, crafting, and sneaking around. You might discover that the line between you and the game world gets pleasantly blurred.

Kingdom Come: Deliverance II – A Bohemian Rhapsody of Swords, Schnapps, and Shenanigans

Kingdom Come Deliverance II Review Feature Picture
Kingdom Come Deliverance II Review Feature Picture

Estimated reading time: 14 minutes

The Bigger, Prettier, Better Sequel

The sequel to Kingdom Come: Deliverance from 2018 is exactly what most fans wanted – bigger, prettier, and better written. Anyone who liked the first installment need not hesitate to buy it. However, a few annoying mechanics mean they’ll have to prepare for a few moments of frustration in addition to the sheer fun.

A Bold Bet on Realism

It’s hardly surprising that the big publishers were not keen on funding the first Kingdom Come at the time. Amongst all those enticing fantasy worlds full of bloodthirsty monsters, the countryside of the Bohemian Kingdom in the early 15th century looks all too ordinary. Especially when, most of the time, instead of heroic deeds, we’re just trying to survive until the next day and fighting ordinary bandits rather than dragons. But, as the old saying goes, less is sometimes more. The game ultimately proves that the target audience, which prefers realism to glitz and doesn’t want to be constantly led by the hand, is much larger than expected. With eight million copies sold, it was clear that the brand would not stop with one game.

WePlayGames Youtube Channel Kingdom Come: Deliverance II – Training Video

Same Core, Bigger Scope

Ultimately, it took six long years for the sequel to be officially confirmed and an extra year before it came out. That’s a long time in which a lot has happened in the gaming industry, but Kingdom Come: Deliverance II ignores most of the innovations except perhaps technological advancements and was made with a clear goal in mind- to give players more of the same things they liked last time. In other games, we view such going around in circles negatively, but KCD is so unique in so many ways that it’s a definite positive.

There simply hasn’t been a similar play with such high production values on the Czech domestic scene since. As a result, this is a similar style of sequel to Fallout 3 and Fallout New Vegas in the past – we get the same game at first glance, but on a much larger scale, more polished and improved in every way.

Returning to Henry’s Story

I’ve styled the review assuming that you have at least a basic idea of how Kingdom Come actually plays. Despite the developers claiming that it is possible to jump straight into Henry’s story without any experience with the first game, it is highly recommended. Turning on the second game in the first few moments makes you feel like you’ve returned to a favorite pub after years to see long-unseen friends. All the while, it feels like the last meeting was yesterday, not nearly seven years ago. Yes, the graphics are much nicer, of course, but you’d swear the original game didn’t look much worse, and the plot directly follows the first game’s ending.

The protagonist Henry and his friend John Ptáček travel to Trosky Castle, accompanied by a handful of knights, to negotiate peace with the local lord, Ota of Bergova. But as it happens in games, something goes wrong on the way. After a while, you find yourself again without equipment, friends, and wounds in the enemy’s rear, and you have to work your way back to the top from the bottom.

A Familiar Yet Challenging Start

This somewhat classic insistence on a classic RPG story arc is a bit self-indulgent, but so be it, no one complained about it in The Witcher, for example. The problem is that, unlike most games, KCD is ironically at its most challenging in its opening, when you don’t even have enough money for a night in a pub, let alone the much-needed Savior Schnapps. The first sword you find is more dangerous to you than to your enemies, and traveling without a horse is extremely tiring. Of course, no one probably expected a classic fantasy from the slice-of-life where you slay your first dragon right at the start, and the protagonist is the ultimate thunderer outclassing his opponents. Yet, by this time, Henry should be a seasoned veteran of several stiff battles. Not every other peasant would have fallen for him even if he’s only wearing beggar’s clothes.

But a first glance at his personal stats makes it clear that everything necessary has yet to be learned. The RPG system here is quite complex, but it’s not complicated; it’s more about grinding numbers than behaving appropriately. You can see this well in diplomacy, for example – you can try threatening, bribing, or flattering. Of course, more important than the value of the attribute in question is an estimate of the nature of the other party. All attributes improve as you use them, and you buy perks with the points you accumulate as you level up.

Living with the Harsh Realities

So, the first few dozen hours will again be spent caring for Henry’s basic physical needs rather than going on adventures. In fact, the game stubbornly simulates many mechanics that aren’t very traditional or for the casual gamer and their weaker patience. Food in your inventory spoils, weapons dull and break, shields crack, clothes get dirty, wounds bleed… All this at a frightening rate, so after practically every other encounter where you take a hit, you’ll have to get your wounds treated. Which isn’t easy.

Weapons are repaired by a weaponsmith, clothes are worn by a tailor, dirt is only washed off properly in the baths, and wounds are only healed by rest or a more potent healing potion. None of this is free, so you’ll spend most of the money you earn just running the place. All this at a time when the plot hasn’t taken off enough to grab you.

In short, anyone who expected the developers to sharpen the edges too much under the supervision of an experienced publisher was waiting in vain. Despite the complications, the game is still just as raw and inaccessible as last time. I very much welcome that they haven’t compromised on their original core and brought in even more new mechanics to complicate things further. But more about those later, now it’s time to praise.

Exploring a Believable Bohemia

Once you get your bearings in the new environment and get at least the basics down, everything finally clicks, and you become a natural part of a virtual world that feels more believable than any other. Just walking through a landscape modeled on actual topographic data is an experience and must delight anyone who has enjoyed walking and wandering through nature. The gently undulating landscape of Bohemian Paradise may not be able to compete with the ice-covered rocky massifs of Skyrim at first glance.

WePlayGames Youtube Channel Kingdom Come: Deliverance II – Beautiful scenery from Trosky Castle

Make no mistake, when Trosky Castle first appears on the horizon, you will gasp. Then, the second time, you realize you can go and take a screenshot at the same place where they now charge admission to see the remains of this majestic castle. It’s paradoxical, but while visiting the ruins back then, one imagined what it might have looked like six centuries ago, with the game, on the other hand, one can imagine where one took photos of the area on holiday.

And what about when you visit Kutná Hora. Most of the game is spent in the wild countryside and small villages, but after some fifty hours, you finally visit a real town. The first sight of the massive fortifications and the sprawling St. Barbara’s Cathedral is breathtaking. Still, the majesty is gone once you enter through the city gates. The authors have gone to great lengths to get as close to the period atmosphere as possible. They may have avoided the classic stereotype of the depressing Middle Ages.

Still, they are also far from the glitzy aesthetic of Czech fairy tales. The streets are full of horse dung smoke, and beggars are everywhere, and the wealthy nobility hides behind the walls of their luxurious mansions. By that time, however, you won’t be surprised; thanks to the interestingly developing storyline, you will have no illusions about the ruling class of the time.

The Crew of Questionable Knights

Henry surrounds himself with a company of peculiar mercenaries who, although their hearts are in the right place, do everything they can not to let it show. While this crew doesn’t have the chemistry some movies crave because just talking dirty and boozing isn’t enough on its own, you’ll still grow to like some of its members.

After all, they get plenty of room to do so, and as far as the main storyline goes, the game’s overall feel is almost cinematic. Plenty of non-interactive animations, dialogue, and scripts are backed up by great dubbing. Even the home fans will be in for a treat, with perhaps the best dubbing done in the Czech Republic since the first Mafia in 2002.

And what about the hunda. It reacts smoothly to the surrounding action, so in the vast battles, you can hear powerful chants, while on frequent visits to pubs, you can hear catchy chants. In terms of cinematic presentation, director Daniel Vávra’s handwriting is undeniable, giving a nod to his iconic Mafia, only with a far bigger budget to boot.

Combat: Refined Yet Demanding

The combat system has been dramatically simplified compared to the last game, but it still requires a lot of learning. It has an entirely different dynamic than you may know from other games – you need to learn the right timing, adapt tactics to various types of enemies, and learn how to move around the battlefield. Or you can skip that, and instead of direct confrontation, you can sneak around in the shadows and move outside the main action. Sometimes, this approach is more challenging, but other times, it’s easier.

However, you always have a choice. This also applies to most of the optional quests, which have also been given a lot of attention and often contain such good ideas that one is sorry that many players may miss them. This is likely because the game is genuinely enormous, and if you don’t want to run through it as quickly as possible, you’ll leave at least a hundred hours in it, as was the case with mine.

Forging, Surviving, and Everything Else

The authors still stand by the idea that the more activities they simulate realistically, the more fun it will be. This can be seen well in the new minigames, such as forging. You can craft your own equipment, from simple horseshoes to rare blades, but it’s not just that. As well as getting the necessary raw materials, you’ll need to forge each item yourself – melt the furnace, heat the goods to the ideal temperature, and rhythmically and evenly hammer them into shape on the anvil. You have to repeat the routine for several minutes at a time, and the result can be that you mess it up or make a first-class piece with a little effort and care.

But sometimes you will be worried whether you will mess it up, but that is part of it too, isn’t it? Fortunately, in the vast majority of cases, you can avoid these activities, but on the other hand, they are tightly intertwined with side tasks that you would otherwise miss out on. Typically – character A will task you with forging a few horseshoes for character B, who has yet to actually do the quest, so completely ignoring the forging brings all sorts of complications. One usually prefers to go and work virtually for a few minutes.

A Game Like No Other

This is a different form of grinding, familiar from classic RPGs, which the game otherwise tries to define itself against at all costs. Once you get to a certain level, it is no longer an actual survival game where you would be forced to fight for scarce resources, but taking care of Henry still plays a role until the end of the game. The authors have tried to make the game as realistic as possible, but the areas they didn’t want to simulate are all the more apparent.

Why do I have to deal with bloody clothes and not, for example, a burning torch? Why do I need to take care of my weapons but not my animals? Where does Henry go to the bathroom, where does he keep taking pebbles to distract his enemies, and how is it that after two days of drinking, he can make love for three hours straight?

I mean this with great exaggeration, of course, but cutting back on unstimulating and repetitive activity would only benefit the play in my eyes. It does offer a lot anyway. Kingdom Come Deliverance 2 is a phenomenon that ignores current events in the games industry and does things its own way. This is highly refreshing to both active gamers who are bored with the current mainstream production and complete newcomers.

Raw, Frustrating, and Rewarding

The game’s attempt to do everything differently at all costs is sometimes counterproductive, yet everything works precisely as it should. This is one of the most substantial experiences you can take away from a video game. Sooner or later, however, there comes a point where instead of fun, there is a small amount of frustration that you have to work around with your ingenuity and preparation for each situation, which is, of course, a refreshing approach on the one hand anyway, it just can sometimes seem too much for weaker natures. But that doesn’t change the fact that here we have one of the most distinctive interactive works of recent times, and we definitely recommend giving it a go. Medieval and Czech history has never been more entertaining.

About the Game

Title: Kingdom Come: Deliverance II
Type of Game: Action Role-Playing Game (RPG)
Developer: Warhorse Studios
Publisher: Deep Silver
Release Date: February 4, 2025
Platforms: PC, PlayStation 5, Xbox Series X/S
Platform Reviewed: PS 5 and PS5 Pro

Where to PurchasePC:

Note: The game is available in Standard and Gold Editions. The Gold Edition includes the base game, the Expansion Pass with three upcoming expansions, and the Gallant Huntsman’s Kit. Pre-ordering any edition grants access to “The Lion’s Crest” bonus quest.