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Most quests will also deviate from standard open world tropes, dropping the infamously classic fetch quests in favor of more elaborate tasks that can be completed in all sorts of ways. Wild animals follow their own daily routines, and poachers stalk their prey with ruthless efficiency, claiming innocence if caught (and sometimes even trying to pin their crimes on us). Go into the woods, and bandits might try to surprise you, or over-eager knights will chivalrously challenge Henry to a duel in abandoned crossroads, hoping to make some extra pennies or bolster their honor with a dubious victory over a small town blacksmith’s son.
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Camps in the woods will be full of life and activity during the day, with the workers going to sleep at night, taverns host the usual dice players and drunkards, and street vendors will try to get us to buy their merchandise as we move past them.
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Of course, in order to make such a small area entertaining enough to be interesting after we’ve spent a hundred hours exploring it, the developers have filled it with stories and characters that not only make sense regarding the setting, but also add a much welcome human flavor to the proceedings. Here, a nobody like Henry can realistically become a recognizable figure as his adventures unfold, since we are talking about an area that wouldn’t even warrant a small province in a game like Wildlands.
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Instead of opting for that route, Warhorse focused on a small area where there are no major cities, and everyone knows someone from the neighboring towns. The “down to earth” approach carries over to other aspects of the game, with the map taking the spotlight in an era where everyone is trying to sell us the biggest playable area. When developers Warhorse decided to forego a character creation suite in favor of a set protagonist, they did so with a specific reason in mind, which is that our hero is just a blacksmith’s son, a decidedly average young man who needs to eat and sleep just as we do (thankfully, the food/energy meters deplete slowly enough to never become a nuisance). Kingdom Come will not have us slaying dragons or saving humanity, instead choosing to cast the player as a nobody caught in the middle of a conflict he’d rather skip than face head on. Developed by Warhorse Studios, a team of industry veterans with beloved titles such as Mafia 1 and 2 under their belt, this new game is the closest thing we can get to a modern first person CRPG. Enter Kingdom Come: Deliverance, a title that promises to give us all the dungeons we crave without the pesky interference of mythological reptiles or wizards of legend. First person action RPGs are nothing new, but they usually involve magic spells, made-up continents and world threatening crises.