Kingdom Come: Deliverance

Kingdom Come: Deliverance

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Can you beat the dude with the club in the homecoming mission?
is it possible? I know you're supposed to lose, but I am incredibly stubborn and willing to savescum for hours until I beat him. That is, if it's even possible. He takes no stagger, sometimes goes straight through my attacks, and it doesn't seem like you can block in any way, cause you lose health regardless. Is there a way I could perfect block and retain my health? Or perhaps a method to cheese the backpedal? I know sometimes he misses attacks, but it seems like random chance if he decides to just run up and end the fight. I'm not sure though. I'm used to Dark Souls doing this, and in Dark Souls you could still beat the "unbeatable" boss if you were willing to spend enough time doing so.

That being said, if it is literally impossible, than there is no point. Just curious if it's ever been done or can be done.
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Looked it up and no, apparently it's hard coded for you to lose. I don't understand than why it isn't simply a cutscene, and why you are actually able to damage the guy. I get that you're *supposed* to lose, I just wish you could lose in a different manner. Like in Sekiro; winning against the tutorial boss still sends you to the same place, you just get a different cutscene. I mean, I get Henry is supposed to be someone with no sword skills; so obviously he's going to lose the fight... I just don't get why we have any say in it. Henry might be a man with no sword skills, but me, the player, has the ability to literally bash my head against the same encounter until I play it absolutely perfect and beat it. The player might be Henry, but Henry is not the player. Wish they would have just made it a cutscene... just seems like a bad decision from the point of the devs. Makes me feel like me, as a player, ♥♥♥♥♥♥ up, rather than Henry.
No, you can't. I looked it up immediately after losing, going down after a single hit made me suspicious.
Last edited by Unn4m3d (♥AUT♥); Feb 24 @ 1:34pm
Originally posted by Tripping Dog:
Looked it up and no, apparently it's hard coded for you to lose. I don't understand than why it isn't simply a cutscene, and why you are actually able to damage the guy. I get that you're *supposed* to lose, I just wish you could lose in a different manner. Like in Sekiro; winning against the tutorial boss still sends you to the same place, you just get a different cutscene. I mean, I get Henry is supposed to be someone with no sword skills; so obviously he's going to lose the fight... I just don't get why we have any say in it. Henry might be a man with no sword skills, but me, the player, has the ability to literally bash my head against the same encounter until I play it absolutely perfect and beat it. The player might be Henry, but Henry is not the player. Wish they would have just made it a cutscene... just seems like a bad decision from the point of the devs. Makes me feel like me, as a player, ♥♥♥♥♥♥ up, rather than Henry.

There is a few scenes in 2 that are the same. One I was kicking his butt, BUT you still get the cut scene win or loose. Since you dont know which is which, I recommend just trying hard for them all.
Can you at least get some XP from beating on him before he puts you down? Because in that case I can deal with the dissonance if it makes me a better fighter later.
Chell Feb 25 @ 7:17am 
Originally posted by Private Homestead:
Can you at least get some XP from beating on him before he puts you down?
You can indeed
Zacho Feb 25 @ 1:26pm 
It is an interesting Hard coding as when i had done this in Hardcore with Sir Radzigs sword poking him down his ai freaked out and then decided to just negate all my pokes and swing on me even though i had hit him lol was funny when i saw his armor all torn up
Originally posted by Tripping Dog:
Looked it up and no, apparently it's hard coded for you to lose. I don't understand than why it isn't simply a cutscene, and why you are actually able to damage the guy. I get that you're *supposed* to lose, I just wish you could lose in a different manner. Like in Sekiro; winning against the tutorial boss still sends you to the same place, you just get a different cutscene. I mean, I get Henry is supposed to be someone with no sword skills; so obviously he's going to lose the fight... I just don't get why we have any say in it. Henry might be a man with no sword skills, but me, the player, has the ability to literally bash my head against the same encounter until I play it absolutely perfect and beat it. The player might be Henry, but Henry is not the player. Wish they would have just made it a cutscene... just seems like a bad decision from the point of the devs. Makes me feel like me, as a player, ♥♥♥♥♥♥ up, rather than Henry.


Nah it's there to establish that Henry is a peasant and not a warrior. It's an rpg, you wanting to metagame has nothing to do with the role you are playing.
Originally posted by Reuenthal:
Originally posted by Tripping Dog:
Looked it up and no, apparently it's hard coded for you to lose. I don't understand than why it isn't simply a cutscene, and why you are actually able to damage the guy. I get that you're *supposed* to lose, I just wish you could lose in a different manner. Like in Sekiro; winning against the tutorial boss still sends you to the same place, you just get a different cutscene. I mean, I get Henry is supposed to be someone with no sword skills; so obviously he's going to lose the fight... I just don't get why we have any say in it. Henry might be a man with no sword skills, but me, the player, has the ability to literally bash my head against the same encounter until I play it absolutely perfect and beat it. The player might be Henry, but Henry is not the player. Wish they would have just made it a cutscene... just seems like a bad decision from the point of the devs. Makes me feel like me, as a player, ♥♥♥♥♥♥ up, rather than Henry.


Nah it's there to establish that Henry is a peasant and not a warrior. It's an rpg, you wanting to metagame has nothing to do with the role you are playing.


" I get that you're *supposed* to lose,", " I get Henry is supposed to be someone with no sword skills; so obviously he's going to lose the fight,"

" I just don't get why we have any say in it," "Henry might be a man with no sword skills, but me, the player....(can) perfect and beat it," "The player might be Henry, but Henry is not the player," = "I don't understand than why it isn't simply a cutscene,"

"It's an rpg, you wanting to metagame has nothing to do with the role you are playing,"

Sure. But it's a video game with save states, ones that you can purposely do before difficult encounters. Actually, metagaming is completely fine in 90% of the game as long as you have snapps. Ultimately it's not an unfair decision by the devs to give fake control to player because it fits the situation; it just doesn't feel good, that's the point I was making. Especially when there are legitimately way's to hold your own in the fight UNTIL the game decides "That's far enough" and causes the dude to become invulnerable and rush you.

So, why as a player, am I able to actually fight him effectively at all, if Henry is completely outmatched, and supposed to lose in the first two swings? I can keep up against the guy for a minute or two, and get more than a dozen hits on the guy, which obviously does not happen in the cutscene. My point is that the game doesn't go all the way in railroading your actions, and because of that I don't truly feel connected to the character I'm playing. If no matter what I did, every single time, regardless of spacing and counter attacks, you ALWAYS went down within ten seconds, then that totally makes sense- that's is exactly what would happen.

...so why am I then able to actually hold my ground in a manner that Henry wouldn't be able too, only to then have it awkwardly taken away through the enemies sudden invulnerability? That doesn't make me feel connected to the "role that I am playing", because the actions the game allows me contradict such a thing.

Just make a cutscene and that problem wouldn't exist. Or tighten the mechanics of the fight so the player literally can't effectively fight back. I'm not against losing an impossible fight, I just think the way they did it was unnecessarily open, and as such, very immersion breaking and somewhat frustrating.
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Date Posted: Feb 24 @ 12:51pm
Posts: 8