![]() “It would be very difficult to explain why he or she should be playing our game instead of all of the other games with dragons.” “I can more easily imagine myself trying to persuade someone to play my game without dragons than trying to persuade somebody to play our game with dragons,” he says in reference to the push away from fantasy. Klima is the author of the pen-and-paper fantasy RPG Dragon’s Lair, but he’s probably best-known among gamers as the founder of ALTAR Interactive, the Czech studio behind UFO: Aftermath, UFO: Aftershock, and UFO: Afterlight. ![]() I would say that this is something like the DayZ of RPGs.Vávra’s Warhorse compatriot Martin Klima shares the same attitude toward taking a “period” approach with Kingdom Come‘s presentation. Its story is a work of total fiction, but the dev team’s goal is to deliver a period piece-like feel in the way the setting is realized. ![]() They don’t need dragons and magic, they would like to have something more authentic.” Kingdom Come‘s 15th century setting falls in the late days of the Middle Ages, the time of historical figures like Joan of Arc. So I think there’s a large audience that would like to get something like this. “Judging by the success of movies like Braveheart or Kingdom of Heaven, or TV series’ like Vikings, even Game of Thrones, which is more Medieval than fantasy, Rome, Tudors, all of those series’ … quite popular. Image used with permission by copyright holder Part of that comes from the game he’s working on, of course, but Vávra also proudly boasts about living next door to Prague Castle, in the Czech Republic’s “Medieval district.” He sees Kingdom Come as a chance to create a work of interactive entertainment that capitalizes on a growing pop culture interest in the historical period. It’s a period of history that he’s been enamored with since childhood, and one he now gets to immerse himself in every day. The game is something of a dream project for him in the way that it combines a grounded story with a Medieval setting. “I would say that this is something like the DayZ of RPGs,” Vávra says, referencing Kingdom Come‘s realistic systems. There’s also a considerable amount of work that’s been put into the game’s first-person melee combat system, with moves inspired by 15th century close-quarters combat techniques and input through the whole process from an expert fencer. Players will have to cart around plenty of food in order to stay nourished, for example, and raw meats and vegetables left untouched in your inventory will rot over time. ![]() Kingdom Come: Deliverance resembles Skyrim in some ways – huge open world, lots of character customization, open-ended story – but Vávra is quick to point to smaller, mechanical differences that have nothing to do with the upcoming game’s “dungeons and not dragons” mindset. There is a lot of similarity, but we take some things a little bit further.” Those words are from our chat with director and design lead Daniel Vávra, who picked up some experience telling grounded stories during his time as a lead on Mafia: The City of Lost Heaven and Mafia II. “A lot of game mechanics and our whole concept, is very similar to Skyrim. Dan The Captain – photo of Daniel Vavra Image used with permission by copyright holder The team at Warhorse doesn’t shy away from the Skyrim comparison – the building blocks are there, plain as day – but they’re also careful to highlight what sets Kingdom Come apart. Freshly arrived on Kickstarter, the open world, CryEngine-powered, single-player RPG bears more than a few similarities to Bethesda Studios’ dragon-drenched The Elder Scrolls V: Skyrim, but there’s nary a fantasy trope to be found. That’s the reason Kingdom Come: Deliverance exists. Warhorse Studios wants to challenge the notion that dragons, magic, and other flights of fantasy fiction are what sells a video game featuring armored knights and castles. Share Image used with permission by copyright holder
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