Warhorse Studios' medieval RPG Kingdom Come: Redemption 2 It has been regarded as “too difficult” by a portion of its audience, but not necessarily due to the traditional difficulty design as much as its uncompromising approach to realism and authenticity. As with most games, the more time players invest in it, the more skilled they become, and Henry, KCD2Hero of, become. As a result, the game gets easier over time, although this has more to do with player experience than any XP or gear-based progression system. But that's the problem Kingdom Come: Redemption 2 So demanding from the start that some players don't want to expend the effort it takes to cross that challenge threshold. But without it, the integrity of the game will be compromised.
This is a reality that developer Warhorse is fully aware of, as it has not set out to create a game that will be enjoyed for its simplicity but will be admired and surprised for its authenticity. in that sense, Kingdom Come: Redemption 2 It is secure in itself and what it wants to be, regardless of any criticism it has taken because it is too difficult from a certain point of view. In a recent interview with GameRant, design director Victor Bokan confirmed that sentiment as he unapologetically admitted. Kingdom Come: Redemption 2 Not just for everyone.
Kingdom Come: Deliverance 2's design director knows it's not for everyone
When starting a new game Kingdom Come: Redemption 2Players are greeted by a slow, tedious process that feels like learning how to play the game all over again. That's because a medieval RPG doesn't play like anything else out there, so players are forced to change any old habits they've brought with them, and if they don't, those players may feel like giving up on the game altogether.
Running too fast on the field or spamming the attack button can have an adverse effect Kingdom Come: Redemption 2As simple as Henry is, they don't have any special powers or secret weapons that can get him out of danger. Ultimately, it comes down to the philosophy of the game that makes a good RPG, which, according to Bokan, is an unprecedented amount of freedom. The catch, however, is that that degree of freedom requires the protagonist to be a blank canvas. In the end, this means making Henry as normal as possible, which inadvertently makes for a more challenging experience than players might be familiar with.
But instead of apologizing Kingdom Come: Redemption 2’s unorthodox gameplay and high skill curve among some players has proven to be, Bokan doubled down on its design during our interview with him, stating that it is increasingly rare at a time when player dissatisfaction is at an all-time high. Design Director said:
“It always amuses me when I read on forums or on social media that the fight is very difficult and someone else immediately comes up and says, “You have to train. If the fight is tough, you need to gain some levels. Here are some people on the map that you can find and train with, and then you'll be better.” And then they're like, “What? I train in my real life. This is a game. I want to have fun. I don't want to train in sports. I don't need to learn anything in the game.” I understand. They don't want that. They don't have time for that. But frankly, it's not a game for them. Or maybe a fight isn't for them.”
Whether he realizes it or not, Bokan points to the most glaring complication of the modern gaming industry and the gamers who invest in it. The truth is, players often go into games with the expectation that challenge should be tempered by convenience, that any friction should be optional, and that fun is an objective quality. But like games Kingdom Come: Redemption 2 Instead of facilitating resistance to the whole point, make it a barrier.
Essentially, it asks players to meet it where it is, not where they want it to be, because changing that relationship would fundamentally change how the experience is conveyed. At a certain point, adjusting each preference ceases to be accessible and erosion begins. A game that knows what it's willing to lose to be honest may disappoint its audience, but it also preserves the identity that gives it meaning in the first place.
Like games Kingdom Come: Redemption 2 Instead of facilitating resistance to the whole point, make it a barrier.
Bokan goes on to call that idea Kingdom Come: Redemption 2 The “fundamental misunderstanding” of the game is very difficult. In short, it is very difficult indeed for those who want to embrace the idea that freedom always comes at the price of hard work. in Kingdom Come: Redemption 2It looks like Henry's taking a blank canvas and learning a thing or two, even if he gets a few scrapes and bruises along the way. Bocan released:
“In our game, you need to learn. You need to train yourself as a player, and you need to train your character. Henry also needs to learn, so you actually need to train with some swordmasters and upgrade your skills and abilities. That's an important part of the game for us, because we really want to bring you this character who doesn't know anything at first, and you still need to train him, and we need to train him. “I paid money for this game. am I want to be a swordsman. I don't want to be paid to train to be a swordsman.” But that's a fundamental misunderstanding. We created a game where you can be anyone you want, but you have to give something to get something.”
It all boils down to one simple truth Kingdom Come: Redemption 2: At the end of the day, this is a game built on reciprocity. It gives players a great deal of freedom, but it expects something in return, whether it's patience, humility, or a willingness to learn within its systems rather than trying to bypass them with spectacular heroics. For some, that exchange can feel very rewarding, as progress is earned through understanding rather than shortcuts. For others, it can feel like an unnecessary burden. Warhorse has made peace with that divide, and in doing so, it's drawn a clear line between a game that wants to please everyone and one that's committed to being itself.
- issued
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February 4, 2025
- ESRB
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Mature 17+ / Use of alcohol, blood and gore, sexual content, strong language, intense violence, partial nudity
- developer(s)
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Warhorse Studios