Steam · Action · Adventure

Kingdom Come: Deliverance II

Kingdom Come: Deliverance II Review: Brutal Steel and Exacting Footwork. Warhorse Studios tightens up Henry of Skalitz with heavier strikes, sharper parry windows, and an uncompromising medieval open world.

Vance · Feb 4, 2025 · Played 28 hours on Steam with mouse and keyboard.

The First Cut

The controls hit you in the hands right away. Your sword is not a light stick whipping back and forth across the screen. You draw back, commit your shoulder, and push through an arc that has actual dead weight behind it. If you hit a leather cuirass, the blade bites and stops cold. If you slice clean cloth, you slip through cleanly into the follow-through.

That deliberate pace will turn off people who want fast hack-and-slash button mashing. I usually hate slow melee because developers use slowness as an excuse for sloppy, delayed input buffers. Here, the input responds instantly, even if the weapon itself takes time to swing. When you tap a block, Henry snaps his guard into line without a stutter. Full English audio and interface support make learning the combat tutorials straightforward, which helps when the game demands this much focus right out of the gate.

Henry setting his stance in a first-person sword duel.
Henry setting his stance in a first-person sword duel.

Parries, Angles, and Spacing

Every duel is a spatial puzzle. You track the direction of the enemy blade, match your guard, and look for an opening where their armor leaves flesh exposed. Warhorse tightened up the hitboxes compared to anything they built before. If a thrust glances off a visor, you see the spark slide along the curved metal plate instead of registering as an invisible phantom hit.

Footwork matters just as much as your swing angle. You cannot simply backpedal in a straight line and expect to kite three bandits in a forest. Tripping over brush or getting pinned against a wooden cart will get your ribs cracked open. Enemies crowd your flanks, force you into recovery animations, and punish you hard if you exhaust your stamina bar on a wild attack.

Engaging multiple armored opponents on an open road.
Engaging multiple armored opponents on an open road.

The Price of an Open Road

At fifty-nine dollars and ninety-nine cents, this is a massive single-player RPG that treats 15th-century Bohemia with complete sobriety. The world does not shower you with magic loot or level-scaling padding. When you bleed, you bandage up or you pass out. If your gear gets caked in mud, townsfolk treat you like a vagrant until you wash.

It runs surprisingly clean on PC, avoiding the erratic framerate drops that usually ruin precise parry timings in big outdoor maps. My only real gripe with the combat is how lock-on camera switching behaves when four men jump you at once in tight quarters. The camera snaps hard toward the closest torso, sometimes yanking your view away from an incoming overhead chop that you were already trying to deflect.

Forging Henry

Henry still starts out rough and green, but the progression curve feels earned instead of artificial. As your sword skill ticks upward, Henry stops fumbling his resets. His recovery after a whiffed strike shortens. His grip looks firmer on the hilt, and the animation frames transition smoothly from a high strike straight into a low thrust.

That visual feedback makes mastering the system rewarding. You do not just watch a damage number tick higher on screen. You physically watch your character develop cleaner form, crisper parries, and lethal counter-attacks. It turns what could have been a tedious historical simulator into one of the most engrossing first-person melee systems around.

Inspecting equipment and sword condition at a local blacksmith.
Inspecting equipment and sword condition at a local blacksmith.

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Comments 20

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VanceFeb 10, 11:37 AM

I didn't chart sunset fps, but I played plenty of tree-heavy scrub and the guard and dodge never dipped in feel. On my rig, anyway.

bucketFeb 7, 08:51 PM

Played twenty minutes before work, mate. First proper scrap in the rain settled it for me. The strike weight is proper brilliant. I already want to go home and parry another lad into the mud.

Phil M.Feb 6, 10:23 PM

The review's focus on deliberate swordplay is what pulls me in. I am usually a sucker for emotional character work, and I felt the weight of Henry's road in that opening section. Even a harsh combat system tells a story when the movement feels this heavy. Apologies if that is sentimental.

peter griffins kneeFeb 4, 07:28 PM

I've been waiting for a game that makes you earn every win like this. Reminds me of the good old days mate, when you actually had to learn a pattern instead of mashing the same move. The review is right about the parry windows being exacting, but that's a proper good thing. Shame the camera gets all tangled when you're outnumbered, because the rest of the swordplay feels like it has real weight. Also, games used to come with a manual you could read on the drive home. That's what's missing these days.

Stevie CFeb 4, 07:35 PM

@peter griffins kneeFair enough, loving old manuals might just be nostalgia talking, but I still miss them too. Glad the review called out how much positioning and timing matter over spamming attack buttons. That lock-on mess in big crowds sounds like a nightmare though. Nothing worse than the camera snapping to some random peasant when you're just trying to block.

Phil M.Feb 4, 10:28 PM

The review says the world is grounded, and that's what matters to me. A harsh combat system with a heavy story behind it is exactly my sort of game. I'll be taking my time with this one.

Chloe (Ding)Feb 5, 01:38 PM

@Phil M.My main worry with an open world this size is permanently missing stuff on a completion run. Combat sounds tough early on, but the 9/10 score makes me think pushing through the steep learning curve pays off. Definitely looking up missables before I get too deep into the story.

gahFeb 4, 10:43 PM

dude the review is spot on about the hits feeling heavy i tried running into a group with my sword out and got absolutely flattened it was sick the parry window is tight but when you nail it you feel like a proper knight i love that you cant just spam attacks

Tariq_100pctFeb 5, 08:36 PM

@gahThe camera lock-on gets way too jittery when you're fighting a pack, just eats up your time. Stamina management is brutal early on too. You're gonna feel that drain on every swing, makes you think twice before committing to a master strike. It's not busywork, it's just a steep learning curve. Don't rush it or you'll burn out.

VanceFeb 7, 09:39 PM

@Tariq_100pctThat's fair. The lock-on does get jittery in packs. Try releasing it and re-centering with a dodge; the combat wants you to control the space, not chase the camera. Stamina forces that decision early and it never really lets go.

copperFeb 5, 12:17 PM

Reckon the review captures the real weight of every strike. That's the part that stays with you, mate. Henry's road isn't going to be an easy one... Proper choked me up, that.

peter griffins kneeFeb 5, 08:47 PM

Proper right, mate, that's it properly right. Honestly meant it, that weight and a manual you have to learn, that's what these games were back then. No dodgy combos pressed and dragged, no tiny hit boxes to cheese through. Cut a man apart and the blade thuds genuinely like a strike, right? Proper classic vibe that, reminds me of the good old days mate. Probably nostalgia talking but honestly? Its one of those games where a tutorial could spend a week instead of one.

bucketFeb 5, 08:57 PM

Twenty minute run and you feel that guard twitch moment, mate, its just sweet. proper brilliant that mate, the combo rotation locks onto a second strike for free which feels like earned chemistry with no mindless spam required. Just beautiful really.

flintFeb 6, 05:26 PM

Parry timing is basically a rhythm game. Hit the beat on the upbeat, not the downbeat, and the window opens up a lot more. hte lock-on works fine if you click it off before a crowd gets too close.

Tariq_100pctFeb 6, 08:22 PM

The steep stamina drain early on makes fights drag out if you rush in swinging. I'm taking my time clearing everything before leaving the starting zone. Doing a full clear is going to take forever, but the tight melee combat makes it fun anyway.

Phil M.Feb 6, 10:23 PM

The review's focus on deliberate swordplay is what pulls me in. I am usually a sucker for emotional character work, and I felt the weight of Henry's road in that opening section. Even a harsh combat system tells a story when the movement feels this heavy. Apologies if that is sentimental.

timberFeb 7, 02:04 AM

The review says PC performance is solid enough to keep parry and dodge inputs sharp, but does that hold up in dense forest areas at sunset? I'd like to see more specifics on that.

VanceFeb 10, 11:37 AM

@timberI didn't chart sunset fps, but I played plenty of tree-heavy scrub and the guard and dodge never dipped in feel. On my rig, anyway.

bucketFeb 7, 08:51 PM

Played twenty minutes before work, mate. First proper scrap in the rain settled it for me. The strike weight is proper brilliant. I already want to go home and parry another lad into the mud.

prego_tonyFeb 7, 09:39 PM

I need a rough hours-to-credits number before I commit. Does this one have a real ending or does it pad itself out with repeated side tasks? The deliberate combat sounds worth my time, but I no longer buy games that treat my leisure like a subscription.

possum_81Feb 8, 02:50 PM

Henry's stamina bar is scarier than most horror games I own.

cjh91Feb 8, 09:07 PM

The lock-on gets messy, sure. Y'all just gotta reposition instead of standin still. Once the stamina management clicks, the fights open up. Fair.

tampa_tyFeb 10, 11:37 AM

ngl the lock-on in groups is worse than the review makes it sound but the parry timing is fine if u dont try to buffer attacks. u gotta wait out the recovery or u eat a hit for no reason.