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Forums - Gaming - Kingdom Come: Deliverance Med-evil Open World RPG Kickstarter Trailer+Information

A first-person, open world, realistic RPG that will take you to Medieval Europe in a time of great upheaval and strife. A humble, young blacksmith loses everything to war. As he tries to fulfill the dying wish of his father, Fate drags him into the thick of a conspiracy to save a kidnapped king and stop a bloody conflict. You will wander the world, fighting as a knight, lurking in the shadows as a rogue, or using the bard’s charm to persuade people to your cause. You will dive deep into a sweeping, epic, nonlinear story from Daniel Vávra, an award-winning designer from the Mafia series. Our unique, first-person combat systemlets you wield sword or bow in both one-on-one skirmishes and large-scale battles. All of this - and more - brought to life beautifully with next-gen visuals delivered via CryEngine 3.

Summary

  • Planned platforms: PC, Xbox One*, PS4*, Mac, Linux
  • Release date: Q4,  2015 on PC, Max and Linux
  • Approx. gameplay time: 30 hours (Act 1), 70+ hours (all 3 acts)
-Non-linear story lets you choose between being a villain or a savior. Every quest can be solved in multiple ways.
-A revolutionary combat systembased on inverse kinematics, the only one of its kind to offer a rich, authentic yet easy-to-control, first-person melee experience. Based on actual 15th century fighting techniques and designed in cooperation with medieval martial arts experts.
-Improve your character. Different play styles - warrior, rogue or bard - can be mixed and matched as you see fit. You can develop your skills, earn new perks, and fine-tune your equipment.
-Large realistic, medieval-themed, open world landscape covering 3.5 square miles and 30 hours of gameplay (in first act, out of 3 total).
-Lead the charge in enormous, open field battles and sieges. You are no superhero. If you’re going to take on an army of enemies, you better find one of your own to back you up.
-Take a trip through the Middle Ages: Traverse sprawling cities, magnificent castles, towering, dark forests, and muck-strewn villages.
-Discover this huge world from horseback or on foot. If you can see it, you can visit it.
-A dynamic world comes alive. Every inhabitant plays a role in their communities, and as night follows day, you can watch people work, help them when needed, or try to interfere in their routine and see what happens.
-Build relationships with characters, become a criminal or a local hero, seduce local women, threaten your enemies or pardon vanquished opponents.
-Create your own weapons, cook, brew up potions, or dig around for silver. All crafting occurs in-game, using clever mini-games, rather than boring, soulless menus.

You will not find any dragons, half-naked Elven warriors, or wizards in Kingdom Come: Deliverance. At no point will you have to collect seven pieces of a legendary magic staff to defeat an ancient evil bent on destroying the world with an army of demons. We think there are enough such games out there.

We want to bring you a strong story rooted in the height of the Middle Agesbrought to life in all its glory. So what is Kingdom Come: Deliverance? Think of it as Braveheart: The Game. Majestic castles, armored knights, large, open field battles, and political intrigue set in a vast, emergent world. We want to make the experience as authentic as possible – real-world locations, real castles that don’t look like something from Disneyland, period-accurate armors and costumes, combat and fencing systems designed in collaboration with the most knowledgeable, skillful swordsmen around, and a story based on actual, historic events.

All this, on a foundation built capably upon the solid game mechanics of a true, hardcore RPG – nonlinear quests with multiple solutions, branching dialogue choices with points of no return, several roles to play (warrior, bard, thief), a mountain of different stats, skills, perks, and ultimate character customization details (including 4 layers of clothing and armor in 16 equippable slots!), as well as alchemy and crafting professions, the need to sleep and eat to stay healthy…even food that goes bad if it sits in your inventory for too long!

We’re mixing the freedom and mechanics of Skyrim, the setting of Mount and Blade, the storytelling styles of The Witcher and Red Dead Redemption, and the tough combat dynamics of Dark Souls into a single, gorgeous package. You could say we’d like to give ArmA (a franchise many of us worked on) an RPG makeover, streamlining the systems and controls and polishing the overarching world while keeping the unique, genuine feeling of its action and environments. Interested?

Our tale is based on historical events and takes place in 15th century Europe.

The year is 1403, and it is most certainly not the best of times. The old king is dead and his heir is weak. The new king’s brother, hungry for power allies himself with a faction of the nobility that sees this moment as an opportunity for advancement, kidnaps the king, invading the country with an army of his own to plunder this defenseless land. The aristocracy is divided between which side to support. Civil war is coming...

The hero

In the midst of this plunder and chaos, a son of a blacksmith will emerge as a hero. His home destroyed and his family murdered by the invading army, he must redeem his failure to protect those he loved and set things right again. Avenging the dead, safeguarding the kingdom’s rightful ruler, and restoring order will prove no small feat for you or our adventurer. But beware - this is not a fantasy fairytale, and you are not the chosen one! This will be a tough, dirty job that only a champion with enough wits and strength will survive.

Freedom of choice

Your character is defined by your choices. Your abilities and stats grow depending on what you do. You decide how you want to appear. Every quest can be solved in multiple ways. Branched dialogue trees grant you the freedom to express yourself. Your reputation is based on your choices, and every choice you make carries appropriate consequences. There are no class restrictions, you can do anything you want to.

tand tall as a brave knight in powerful armor, going it alone or finding allies to lead into battle. Complete quests with brute force. Intimidate and threaten your enemies. Be confident, arrogant, or righteous.

Sneak behind enemy lines as an invisible thief and assassinate the enemy. Stab. Snipe. Strangle from behind. Resolve difficult situations as an invisible phantom, stealing important evidence and threatening people to get information.

Win hearts as a popular bard, persuading nobles with your silver tongue and convincing them to fight one another. Use your wits rather than your muscles to get the job done. Share drinks with people, be the funny guy everyone likes… and then stab your rivals in the back when they least expect it.

We’re not trying to create the biggest game ever; we want to concentrate on quality rather than quantity. Instead of 200 generic dungeons, we’d like to focus on just a few, crafting each one as something unique, memorable, and special. Our world is large, but again, the focus is on creating a natural, organic space, not one so overpopulated (find out more about this in our blog, here). The same philosophy applies to quests. We don’t want to inundate players with an insane amount of quests, but rather ensure that those we have are rich in detail, with multiple solutions (including non-violent approaches, where appropriate) suiting different play styles and making an impact on the world.

Death to the tired clichés!

Sick of killing rats in the basement? Or being treated like a messenger, transporting stuff from point A to point B? So are we! That’s why our quests are different. Play as a medieval investigator searching for a mass murderer, lay siege to a bandit fort with an army at your back, experience epic battles between armored knights, interrogate, bribe, threaten, love, help, fight… It’s up to you to decide what to do. There are multiple ways to finish every quest - use your sword, quick fingers, or your wit.

Branching dialogue

Conversation is an integral aspect of Kingdom Come: Deliverance, just as important as combat and just as difficult. It isn’t possible to absent-mindedly click through every dialogue option. Your time to make decisions is limited, your choices affect your relationships with others, and you cannot take back what you say. Just like in real life, you have to think carefully about what you say to whom.

Freedom to do whatever you want, whenever you want, wherever you want

The exploration of the world is free. If you don’t want to play the main quest line, it will “wait” for you, and you can go about exploring the world and doing other stuff – side quests, random events, hunting, crafting, small side stories, and much more. A giant world based on beautiful, real-world locations

CryEngine 3 allows us to quickly create huge areas of landscape. The world covers approx. 9 sq km2 (3.5 sq. miles), with a sprawling city, vast forests, majestic castles, and dozens of villages and hamlets devastated by war. Of course, there will also be underground locations to discover, like mines, secret passages, and catacombs.

Emergent Gameplay

Our world is a living, breathing, and COMPLEX ecosystem, ready to be toyed with. Everything happens for a reason, every character has his/her daily routine, and every routine can be affected by the player. Characters are able to react properly to all player actions and adjust their routines to them.

Advanced reputation and law system

The world will organically react to your deeds. NPCs will report your crimes to authorities, who will punish you for your crimes accordingly, either with a fine, time in jail, or by subjecting you to the stocks or torture. Crime will affect economics and NPC behavior; people will get suspicious or aggressive after unresolved crimes. Your reputation will spread by word of mouth.

 



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Creating intriguing, enjoyable, first-person melee combat systems has been a real challenge for developers. It's hard to mix easy, intuitive controls with a first-person view and sufficient variety of moves. Many have tried and failed.

Our combat mechanics are the most challenging feature of our game. They’re based on actual 15th century techniques and designed in cooperation with medieval martial arts experts to be as authentic as possible. The controls are as intuitive as in first-person shooters and, thanks to a few tricks, we have a large amount of different moves and combos. On top of that, the whole thing is based on real-time physics and inverse kinematics, so when you hit something, your hands and weapon, not just your target, react accordingly, which is something that was not possible on last-gen hardware.

Weapons

You can specialize in different fighting styles and weapon classes and will constantly learn new moves and techniques, as well as unlock new weapons and armors. Every weapon has its own uses, pros, and cons. The sword is universal, but weak against plate armor;hammers are ideal against plate armor, but weak against sword; the longsword is strong, but slow, and cannot be used from horseback, etc.

We will have several weapon classes: swords, longswords, daggers, sabers, axes, hammers, shields, bows, and crossbows.

Battles and castle sieges

You are no superhero - fighting multiple enemies at the same time is very difficult. It is often a good idea to have allies at your side (and, at times, a lot of them). Our goal is to have as many characters in fights as possible and to offer players big battles and castle sieges to take part in. Not many battles, mind you - more like one or two in the first act. For us, a battle is a climax, not a ‘wow’ moment that needs to happen every two minutes. The precise scope of these battles and the amount of characters on screen are still things we are evaluating – they are complicated feats to pull off even on next-gen hardware.

Horses

Horses are your primary means of transportation in our sprawling world, but you can fight from horseback, as well. War horses can be used as living weapons with special moves and attacks (strafing, running backwards, several different kicks, etc.). Horses also serve as a secondary inventory for the player. We’ll have three types of horses in-game (courser, destrier, rouncey), and each offers different abilities, stats, skills, and perks. Your steed levels up on its own throughout the journey, and even comes with five slots for armor and attachments.

What would a role-playing game be without character development and customization? Your character in Kingdom Come: Deliverance will have STATS (Strength, Speed, Agility, Vitality, and Speech), CONDITIONS (Stamina, Health, Hunger, and Sleep), SKILLS (Swordsmanship, Archery, Alchemy, and many others), and PERKS (special combat moves, crafting abilities, or varying advantages). Conditions change as you become injured, exhausted, etc. Stats and skills will increase when you use them. Perks can be unlocked or learned. Stats and conditions can be temporarily or permanently modified by alchemy. You must also eat and sleep - you need to keep your character alive, after all!

Character customization

Thanks to our clothing system, you can create the ultimate armored knight. We have 20 slots for weapons, clothes, and attachments, as well as 4 layers (!) of clothing or armor on every character. That’s a lot of customization options! Different types of armor are effective against different weapons. Your clothes and their state affect your charisma and reputation, which, in turn, influence NPC reactions toward you. They also affect your visibility and the noise you produce, which affect your stealth skills

 We are using CryEngine to power our game. It’s a powerful, out-of-the-box toolset that runs on all major platforms and allows us to concentrate on the game instead of technology. It's been used to create cutting-edge games like the Crysis trilogy and Ryse, as well as the crowd-funded project Star Citizen. CryEngine affords us with unparalleled macro and micro details, including unlimited viewing distance, HD textures on all objects, and a functional day/night cycle with varying weather patterns, all set in a vast, beautifully lit, seamless world, free of cumbersome load times.

On top of that, we are developing our own proprietary RPG-MAKING TOOLS for easy development of this and any future content, including custom support for game design, animations, branching dialogue, clothing definitions, et al. We plan to release these tools to the modding community in the future.

 

Key Lead Developers: 

Dan Vávra

Director and Design Lead for Mafia, Designer and Screen Writer for Mafia II. Over a decade of industry experience, starting as a 2D artist on 16-bit computers. Nominated for a Game Developers Choice Award for Excellence in Writing for MafiaMafia won Game of the Year and Best Screenplay awards in a number of countries and has an 89.5% score on GameRankings. Dan’s games have sold more than 5 million copies combined. He also contributed to Hidden & Dangerous, among other projects.

Martin Klíma

The author of fantasy pen-and-paper RPG Dragon's Lair. In 1997, Martin founded ALTAR Interactive as an Executive Producer. After releasing Fish Fillets in 1997, the studio created the real-time strategy game Original War three years later. ALTAR then published the trilogy of UFO: AftermathUFO: Aftershock, and UFO: Afterlight. Martin later moved to Codemasters in the UK to work on Operation Flashpoint: Dragon Rising.

Viktor Bocan

Designer and screenwriter of computer games for 17+ years. Started with self-published text games for Atari 800 and then he worked as a lead designer in Bohemia Interactive (Operation Flashpoint: Cold War Crisis, OFP: Resistance). Later Viktor helped to produce ArmA, a spiritual successor of Operation Flashpoint, and then worked in 2K Czech on new, not yet announced title. In his spare time, Viktor creates games for 'smaller' platforms, including Nintendo DS, XBL, iOS, etc.

Tomáš Blaho

Tomas was a Senior Graphics Programmer at Illusion Softworks (later 2K Czech), where he worked on multiple games, including Mafia 1 & Mafia 2 and Hidden & Dangerous 2. After finishing Top Spin 4 for 2K Czech, he moved on to Playground Games in the UK, working as Senior Graphics Programmer on Forza Horizon. He has a great deal of experience with development on non-PC platforms, having worked on Dreamcast, PS2, Xbox, PS3, Xbox 360, and iOS.

Roman Zawada

One of the most accomplished 3D artists in our country. Roman started at Bohemia Interactive working on Operation Flashpoint and later ArmA. He then moved to 2K Czech to work on Mafia 2, and later to Crytek to work on Crysis 3. His intimate knowledge of CryEngine is especially valuable to our current project.

All credit, and for more information go to their kickstarter: 

http://www.kickstarter.com/projects/1294225970/kingdom-come-deliverance



 

The trailer looks really good! I think this game is going to be my single player fix for chivalry the game looks very promising and i can't wait to see what they will do next. I will definately be backing them up. 



Looks kinda meh judging from the combat,wish it would be good though,concept is unique,never played a medieval RPG before.



Sign this petition please if you want GTA san andreas on PS Vita:

http://www.change.org/petitions/rockstar-games-port-grand-theft-auto-san-andreas-to-the-playstation-vita

And please spread it to various sites/forums etc.

Upcoming notable indies for PS Vita:

http://gamrconnect.vgchartz.com/thread.php?id=176225&

No offense, but this project doesn't look like it needs any money.



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chase123 said:
Looks kinda meh judging from the combat,wish it would be good though,concept is unique,never played a medieval RPG before.


The game still has 20+ months to go if it does go through. It looks promising i love the idea of chosing which part of the body you want to target with the same attack. 



spemanig said:
No offense, but this project doesn't look like it needs any money.


Watch the trailer :P. 



areason said:
spemanig said:
No offense, but this project doesn't look like it needs any money.


Watch the trailer :P. 


I did :P.