Kingdom Come: Deliverance II

Kingdom Come: Deliverance II

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"You've taken a terrible fall..."
TLDR: I think the mechanic of Henry losing his abilities after the "fall" in the intro of the game is stupid.


This is a bit of a piece of sand in my craw; but, here goes:

I fell off of a collapsed roof in Iraq. I plummeted close to 3 stories, cracked one collarbone, came close to breaking the other (lots of swelling around the struck area and connective tissue bruising), and severely bruised (possibly cracked) my coccyx. I was told I would have to go to Germany to recover and come back if they would even let me come back at all.

I begged the corpsman to not send me, give me light duty, let me stay any way they could. So, the command let me have light duty on the FOB for close to three weeks. I got to sit at the radio, chill with the officers, go to the gym, play xbox: basically everything that wasn't combat patrol.

After my three weeks of recovery had been a success and I felt like I could patrol (with a fairly heavy dose of Ibu) I went on patrol and surprise surprise: I didn't lose a single step in my game.

I say all that to say this: having Henry lose his abilities and whatnot after a fall makes for a great gameplay mechanic; but, terrible story telling.
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Showing 1-14 of 14 comments
Originally posted by JacobocaJ:
TLDR: I think the mechanic of Henry losing his abilities after the "fall" in the intro of the game is stupid.


This is a bit of a piece of sand in my craw; but, here goes:

I fell off of a collapsed roof in Iraq. I plummeted close to 3 stories, cracked one collarbone, came close to breaking the other (lots of swelling around the struck area and connective tissue bruising), and severely bruised (possibly cracked) my coccyx. I was told I would have to go to Germany to recover and come back if they would even let me come back at all.

I begged the corpsman to not send me, give me light duty, let me stay any way they could. So, the command let me have light duty on the FOB for close to three weeks. I got to sit at the radio, chill with the officers, go to the gym, play xbox: basically everything that wasn't combat patrol.

After my three weeks of recovery had been a success and I felt like I could patrol (with a fairly heavy dose of Ibu) I went on patrol and surprise surprise: I didn't lose a single step in my game.

I say all that to say this: having Henry lose his abilities and whatnot after a fall makes for a great gameplay mechanic; but, terrible story telling.



The fall is only half the story.
Add to that what Bozhena (the herbalist) says at the beginning.

She said she gave Henry and Hans Lethean Water. And that this leads to a loss of abilities.
Just like it's used in the game, only you can then reskill with it.

But I can understand your criticism. Personally, I can't really think of a better solution.

By the way, I think it's a good thing that the abilities were reduced so drastically. That way you could have the full RPG experience.

So... actually, it's not all that bad!
Sylvaa (Banned) Apr 7 @ 4:46am 
I get the criticism, but it's a gameplay mechanic, to start a with level playing field. For all sorts of gameplay reasons. Progression is one of the things that keeps players going, small rewards for effort. If you started off as all powerful (and who is to say your KCD1 Henry was as powerful as mine, and vise versa?) then the game would not be as rewarding, and infinitely harder to balance.
would be a cool feature by the devs if they added 2 more new game options for kdc2

where if you played kdc1 and beat it the save file can be uploaded to kdc2 and you get all your gear from the 1st game albeit having to find it all after the bandits stolen your stuff and scattered it all over the world and you have unlocked perks from kdc1 but you have to lvl back up to 30 to get your original power back

2nd option would be for players that never played kdc1 before and just got right into kdc2 instead for game mechanics/immersion to unlock henry's kdc1 story gear/skill perks based on ingame dialog choices/discoveries made as you play the game so that both kdc1 and kdc2 players dont feel alienated from each other and this adds to more game replays to discover more diff story dialog/choices/outcomes and other hidden items/skills/perks to gain

ofcourse both options still leads to henry losing all his levels for the role playing story
Originally posted by JacobocaJ:
TLDR: I think the mechanic of Henry losing his abilities after the "fall" in the intro of the game is stupid.


This is a bit of a piece of sand in my craw; but, here goes:

I fell off of a collapsed roof in Iraq. I plummeted close to 3 stories, cracked one collarbone, came close to breaking the other (lots of swelling around the struck area and connective tissue bruising), and severely bruised (possibly cracked) my coccyx. I was told I would have to go to Germany to recover and come back if they would even let me come back at all.

I begged the corpsman to not send me, give me light duty, let me stay any way they could. So, the command let me have light duty on the FOB for close to three weeks. I got to sit at the radio, chill with the officers, go to the gym, play xbox: basically everything that wasn't combat patrol.

After my three weeks of recovery had been a success and I felt like I could patrol (with a fairly heavy dose of Ibu) I went on patrol and surprise surprise: I didn't lose a single step in my game.

I say all that to say this: having Henry lose his abilities and whatnot after a fall makes for a great gameplay mechanic; but, terrible story telling.

You were very lucky and maybe even wearing some clothing to cushion your fall.

That cliff is also higher than a three storey building. I checked later. ;)
Last edited by emreyigit1967; Apr 7 @ 5:22am
Originally posted by Snakekiller:
Originally posted by JacobocaJ:
TLDR: I think the mechanic of Henry losing his abilities after the "fall" in the intro of the game is stupid.


This is a bit of a piece of sand in my craw; but, here goes:

I fell off of a collapsed roof in Iraq. I plummeted close to 3 stories, cracked one collarbone, came close to breaking the other (lots of swelling around the struck area and connective tissue bruising), and severely bruised (possibly cracked) my coccyx. I was told I would have to go to Germany to recover and come back if they would even let me come back at all.

I begged the corpsman to not send me, give me light duty, let me stay any way they could. So, the command let me have light duty on the FOB for close to three weeks. I got to sit at the radio, chill with the officers, go to the gym, play xbox: basically everything that wasn't combat patrol.

After my three weeks of recovery had been a success and I felt like I could patrol (with a fairly heavy dose of Ibu) I went on patrol and surprise surprise: I didn't lose a single step in my game.

I say all that to say this: having Henry lose his abilities and whatnot after a fall makes for a great gameplay mechanic; but, terrible story telling.



The fall is only half the story.
Add to that what Bozhena (the herbalist) says at the beginning.

She said she gave Henry and Hans Lethean Water. And that this leads to a loss of abilities.
Just like it's used in the game, only you can then reskill with it.

But I can understand your criticism. Personally, I can't really think of a better solution.

By the way, I think it's a good thing that the abilities were reduced so drastically. That way you could have the full RPG experience.

So... actually, it's not all that bad!
Yeah, gameplay wise it makes perfect sense and actually gives you a reason to explore Trosky. It's just one of those things that makes the back of my jaw twinge every time I replay it.
DylanCut Apr 7 @ 7:42am 
Honestly they could have just kept us at a decent level for an squire to Hans and leveled everyone else up to be an actual challenge. The game would not have suffered from having Henry being unbothered by bandits but having an issue with actual brigands who are experienced fighters or hired mercenaries and cumans. Many ways to slice a fish.
Originally posted by emreyigit1967:
Originally posted by JacobocaJ:
TLDR: I think the mechanic of Henry losing his abilities after the "fall" in the intro of the game is stupid.


This is a bit of a piece of sand in my craw; but, here goes:

I fell off of a collapsed roof in Iraq. I plummeted close to 3 stories, cracked one collarbone, came close to breaking the other (lots of swelling around the struck area and connective tissue bruising), and severely bruised (possibly cracked) my coccyx. I was told I would have to go to Germany to recover and come back if they would even let me come back at all.

I begged the corpsman to not send me, give me light duty, let me stay any way they could. So, the command let me have light duty on the FOB for close to three weeks. I got to sit at the radio, chill with the officers, go to the gym, play xbox: basically everything that wasn't combat patrol.

After my three weeks of recovery had been a success and I felt like I could patrol (with a fairly heavy dose of Ibu) I went on patrol and surprise surprise: I didn't lose a single step in my game.

I say all that to say this: having Henry lose his abilities and whatnot after a fall makes for a great gameplay mechanic; but, terrible story telling.

You were very lucky and maybe even wearing some clothing to cushion your fall.

That cliff is also higher than a three storey building. I checked later. ;)
I was VERY lucky. When they got me up from the rubble I fell on, the roof I slid off of collapsed right where I fell not a few minutes later. It was like it was waiting for me to move.

I still get chills thinking about it
Originally posted by Pandas_of_doom:
would be a cool feature by the devs if they added 2 more new game options for kdc2

where if you played kdc1 and beat it the save file can be uploaded to kdc2 and you get all your gear from the 1st game albeit having to find it all after the bandits stolen your stuff and scattered it all over the world and you have unlocked perks from kdc1 but you have to lvl back up to 30 to get your original power back

2nd option would be for players that never played kdc1 before and just got right into kdc2 instead for game mechanics/immersion to unlock henry's kdc1 story gear/skill perks based on ingame dialog choices/discoveries made as you play the game so that both kdc1 and kdc2 players dont feel alienated from each other and this adds to more game replays to discover more diff story dialog/choices/outcomes and other hidden items/skills/perks to gain

ofcourse both options still leads to henry losing all his levels for the role playing story
I was actually kind of bummed that it didn't have some form of save game carry-over from the first game; but, this is what we got and it's very good albeit a bit annoying.
They had to find some diegetic way to disempower Henry in order for the gameplay and story to work in a ludic and narrative way. A fall and the use of a tonic that makes him "forget" his abilities is about as bog-standard as this trope gets, and is something you can easily wrap your head around
Stoque Apr 7 @ 11:16am 
I agree OP. Storywriters should've gone the anime route and made every evil NPC a swordmaster that can throw tomahawks and can billhook Henry off of his steed.
What bugged me most is that Henry only rested for a single night after his fall, instead of the two (?) weeks of feverish recovery in the prologue of KCD1, for a less severe beating.
I like the story for that period. Very cool. The fall stuff was neat.
Originally posted by breversa:
What bugged me most is that Henry only rested for a single night after his fall, instead of the two (?) weeks of feverish recovery in the prologue of KCD1, for a less severe beating.

Two nights to recover from his near-death situation. Remember that the fever dreams at the-sort-of-start of KCD1 did not reduce his stats.

In reality, Henry's recovery takes a long time. I spend a hell of a long time walking around the perimeter of the wagoner's inn carrying a heavy load, then a long time restoring my agility and another long time recovering my combat skills. I don't like being unprepared and I'm very patient so I might spend a month or more doing these things in-game before I start doing quest-relates stuff. (Of course, it will be interspersed with things like alchemy or crafting or archery.)
Originally posted by Stoque:
I agree OP. Storywriters should've gone the anime route and made every evil NPC a swordmaster that can throw tomahawks and can billhook Henry off of his steed.
Cool story bro
Last edited by JacobocaJ; Apr 7 @ 5:02pm
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