To achieve the game’s unique sense of player freedom, Kingdom Come: Deliverance II employs a complex web of systems that sit largely unseen beneath your experience of the world. Through these systems, the world tracks your behaviour in granular detail, working to ensure that every decision you make is reflected in the actions and behavior of the characters in the world, which can unlock (or hide) dialogue options and even quest lines.
For example, and without going too much into spoiler territory, you’ll meet two men who are very aggressive (and probably plan on murdering you). Your natural choice is to remove them from the equation, with the use of a handy axe. But, if you spare them – despite their ill intent – they will then come back and assist you later in the game.
Even Henry’s interactions with his partner in crime, Sir Hans Capon, can take you down different paths, depending on if you address him like a lord or like an equal (Sir Hans doesn’t take too kindly to the latter).
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