In recent years, esports has emerged as a significant cultural and economic force within the global gaming landscape, influencing not only how games are played and consumed but also shaping a new generation of entertainment.
The rise of competitive gaming has transformed what was once perceived as a niche hobby into a thriving industry, complete with professional leagues, sponsorships, and a dedicated fan base.
At the core of esports’ influence is its capacity for community building and engagement. Unlike traditional sports, where spectatorship is often limited to physical venues or television broadcasts, esports harnesses the power of digital platforms to bridge the gap between players and fans. Live streaming slot services, such as Twitch and YouTube Gaming, have enabled millions to watch and interact with their favorite players in real time, fostering a sense of community that transcends geographical boundaries. This interactivity not only enhances the viewing experience but also allows for direct communication between players and their fans, further solidifying the culture surrounding esports.
The economic impact of esports cannot be overstated. According to Newzoo’s Global Esports Market Report, the industry is projected to surpass $1.8 billion in revenue by 2022, underscoring its rapid growth. This influx of revenue is driven by various streams, including sponsorship deals, advertising, media rights, and merchandise sales. Major brands, ranging from Coca-Cola to Intel, have recognized the potential of esports as a marketing platform, investing heavily in teams, tournaments, and events to reach the coveted younger demographic that is increasingly disengaged from traditional media.
Event organization has also evolved within the esports realm. Major tournaments, such as The International for Dota 2 and the League of Legends World Championship, draw millions of viewers and offer multi-million dollar prize pools. These events are not only spectacles of skill but also serve as social gatherings for fans and players alike. The atmosphere surrounding these tournaments mirrors that of traditional sporting events, with elaborate production values, commentary, and hype-building strategies designed to engage audiences. This evolution in event management has set new standards for how competitive gaming is presented, attracting attention from mainstream media and further legitimizing esports as a significant entertainment industry.
Moreover, the rise of esports has compelled educational institutions to reconsider their approach to gaming. Schools and universities are increasingly incorporating esports into their curricula, recognizing the potential for competitive gaming to foster teamwork, strategic thinking, and technical skills. Scholastic esports leagues are being formed, providing students with opportunities to compete at various levels while also gaining access to scholarships and potential career paths in a burgeoning industry. This integration into educational settings not only legitimizes gaming but also promotes positive narratives surrounding esports, highlighting its capacity to teach valuable life skills.
Despite its growth, the esports industry faces several challenges. Issues relating to regulation, player welfare, and inclusivity remain pressing concerns. The lack of standardized governance structures has led to inconsistencies in how players are treated, with reports of burnout, exploitation, and mental health struggles surfacing among professional gamers. Furthermore, diversity and representation within the esports community have been criticized, prompting calls for greater inclusivity across gender, race, and socioeconomic backgrounds. Addressing these challenges is crucial for the continued growth and sustainability of esports as a legitimate and respected sector of the entertainment industry.
The influence of esports sv388 on the global gaming landscape extends beyond economic metrics and community engagement; it also shapes cultural perceptions of gaming as a whole. As more individuals embrace esports not merely as a hobby but as a viable career path, the stigma surrounding gaming continues to diminish. This shift in perception is further fueled by the increasing presence of high-profile athletes and celebrities endorsing esports, which helps to bridge the gap between traditional sports and gaming. The evolution of esports reflects broader societal trends towards digital engagement, participatory culture, and the blurring of lines between work and play.
In conclusion, esports has undeniably transformed the gaming landscape, presenting new opportunities and challenges that require ongoing dialogue and adaptation. Its impact spans economic growth, community engagement, educational innovation, and cultural acceptance, establishing esports as a defining phenomenon of the contemporary entertainment era. As the industry continues to evolve, its influence is poised to reshape not only how games are understood and consumed but also how they are integrated into the broader fabric of society. The future of esports is bright, and its trajectory will undoubtedly continue to captivate audiences worldwide.
Usually, when a game is remade or remastered, it's a game that is locked onto an old console, but it's a classic. For example, famous games that have had remakes include Final Fantasy VII, the first Halo, Gears of War, and many more.
It's kind of rare you see a remake for an obscure game, but here we are. Stunt Flyer: Hero of the Skies is a little known Nintendo Wii video game released back in 2011, and it's aimed for young kids. Now in 2025, the game has been ported to the Nintendo Switch and it's been renamed just Stunt Flyer for short.
The first thing returning fans will notice about Stunt Flyer is the fact that the Switch version looks much better than the original. The Wii was already an aging console because it only output games at a standard definition resolution of 480p. Stunt Flyer on the Switch has a higher resolution and the graphics look smoother than ever before.
That being said, Stunt Flyer is still a game released by small developer so don't expect it to look as good as Nintendo's first-party efforts. Stunt Flyer has basic-looking textures and resembles more like a high resolution PS2 game. The graphics are outdated, so don't expect to see anything too fancy.
Aside from the graphics, some other new features have also been added to this version of the game. Since many players (including myself) weren't fans of the Wii remote, the controls for Stunt Flyer on the Nintendo Switch have been vastly improved.
Players can push down on the left stick to let the biplane gain altitude. Pushing up on the analogue stick will cause the plane to descend. You can also press down on the shoulder buttons to perform a barrel roll, and pressing Y allows you to shoot water bombs and use other gadgets.
The controls are surprisingly easy-to-follow and young kids or beginners shouldn't have a hard time piloting the small plane. This isn't a simulation-style game like Flight Simulator so you don't have to worry about any “realism” in Stunt Flyer.
Lastly, this new version of the game offers 2 player split-screen co-op action so you can try and complete the 40 missions together with a friend. There is no online connectivity in this game though so you cannot play with a buddy from around the world.
As for the game itself, Stunt Flyer has 40 missions, but there are only three small islands. The island locations are Gloster Island, Captain's Cove, and Nimbus. My favourite island of the three is Captain's Cove mainly because there is a huge volcano erupting in the middle.
Even though I mentioned before this game has 40 missions, the mission types are sadly very limited. The mission types are repeated over and over again, but they are located in different areas or islands.
The first mission type you will encounter is a time trial where you have to fly through rings in a short amount of time. This is similar to the infamous gameplay you may have seen from Superman 64!
Another mission type is where you have to shoot water at vegetables in order to help them grow. My favourite mission though is target practice where you have to shoot the targets as fast as possible.
There are two types of camera missions too. One mission type is where you have to fly around taking photos of famous locations and objects. The other mission type is where you have to film a specific object for a certain amount of time.
There is also mission type is when the player has to follow a drone around the island. Lastly, there are some races too. I was hoping there would be more variety in mission types, but sadly they get repetitive after a while.
Not to mention the game is really short because there are only three levels in total. If you are good enough, most people could finish this game in a couple of hours. The only replay value on offer here is if you want to improve your times in each mission.
While Stunt Flyer is a good game for young kids, it isn't what I call a must-have. The graphics are basic, and the missions get repetitive. I'd only recommend this game if you are looking for a bargain for the kids.
Civilization 7 is the next epic 4X strategy game headed our way on February 11, and it brings many new mechanics to the legendary series. With more than 60 hours of playtime racked up so far thanks to an early access review key, I've learned the hard way how to navigate these changes.
👉 Read my Civilization 7 review
Whether you're a complete Civ beginner or a veteran who's had plenty of experience with world domination, these tips and tricks will get you off to a strong start.
Geography, scouting, and trading
One of the first lessons I learned upon picking up Civilization 7 is the importance of geography and positioning. The developers thus decided to remove the Scout's auto-scout feature present in Civ 6, forcing players to keep a closer eye on what's being revealed around them.
Here are some tips and tricks involving geography and positioning I picked up during my time with the game.
1. The Scout again plays an integral role in the early and mid game
Natural wonders can provide a significant bonus to a nearby town. (Image credit: Future)
When scouting, you should look out for freshwater sources. A large river can provide access to the sea as well as support fishing boats, further boosted by a fishing quay development. Smaller rivers are better than nothing. You can use the map filter to show ideal Settlement locations, and Settlers come standard with the advanced view. The game usually does well suggesting the best spots for your settlements, but you can settle practically anywhere you wish.
You should keep track of strategic resources that can be captured within your borders, tiles with high natural yields on which you can develop, natural wonders that give bonuses to your civ, and natural defenses. Mountain tiles are impassible by ground units, while elevation changes and cliffs can create natural chokepoints for enemy troops.
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Many developments receive bonuses from specific nearby tiles, so don't be afraid to diversify your settlements with mountains, rivers, deserts, plains, and coasts.
Bonus tip: Watch for Discovery Tiles that offer early bonuses. They have a shimmering effect and some unique artwork on them. Moving a scout (or other unit) to these tiles presents you with two perk options.
2. Expand your civilization early and often
Civilization 7 isn't nearly as punishing as previous titles when it comes to expanding your civilization. Each player has a settlement limit that can be expanded via various means; as long as you remain at or below your limit, you won't experience any happiness penalties.
I've found that in the early game, creating Settlers as soon as they're available (once your capital reaches 5 population) is the best strategy. You've theoretically already scouted most of the land around your capital, so you should have a few prime spots picked out for new towns.
I recommend settling at least one town on the East and West coasts of your home continent. The Exploration Age puts a huge emphasis on “Distant Lands” and the bounty they hold, so you don't want to be stuck in the middle of a desert with no access to the sea.
Keep in mind that any enemy settlements you capture come under your rule. You can either raze the city over the course of a handful of turns, or you can keep the city as part of your expansion. This goes toward your settlement cap, so be sure to leave some breathing room if you're feeling particularly aggressive.
3. Don't be afraid to create small settlements only for their resources
This small settlement has some strategic resources inside its borders. (Image credit: Future)
Strategic resources in Civilization 7 — they show up with a unique badge on certain tiles — are incredibly important. They provide bonuses for everything from food to production to culture and science, and you want to be sure your cities and settlements are full of them at all times.
New resources appear in each age, further adding to the strategic angle. In the Modern Age, for example, factory resources become available, and they can offer your entire civilization some attractive perks. That's why it's important to expand; you never know where they'll show up.
Because of how the “Continents Plus” map generation is set up, you'll usually start on a rather large landmass with other leaders. Between your continent and the other — known as “Distant Lands” in the Exploration Age — there are several small islands housing strategic resources.
It might not seem like a great place to settle, but a small island with access to several “Distant Lands” resources can make a big difference. That's due to the Exploration Age's “Treasure Fleet” mechanic. When a coastal city or settlement has access to these resources, it'll automatically create Treasure Fleets that you must guide to safe homeland harbors to offload. This is part of the economic victory path, and you can get some useful Victory Points in the sector even if you're focusing elsewhere.
These small island settlements can also favor naval warfare, as you'll have a new base of operations in the middle of the ocean.
One last tip: Camels are a very valuable resource that expands a city's resource slot limit. While there are other avenues available to open up more slots, I recommend everyone try to get at least one or two camel tiles into their economy.
4. Use Traders to create roads between unconnected settlements
A look at the trader screen in which you can create trade routes. (Image credit: Future)
Whether through military conquest or savvy exploration, you now have a network of settlements surrounding your capital city. Time to start trading!
Traders in Civ 7 have a limit to how far they can travel, so having more towns usually means better opportunities. Like Scouts, Traders must be manually moved to the city with which you want to trade. Once your Trader has arrived, you can task it with setting up a trade route. From there it operates on its own.
You'll also notice that the Trader has a “Create Road” command. This is a lot more important than I first realized. Settlements, when founded, automatically create a road to your nearest population. However, that road might not take the trader straight to the city receiving its goods. You might also notice that resources from distant settlements — usually received through war or peace negotiations — can't be assigned elsewhere.
That's your cue to build a new road to optimally connect your network of settlements.
5. Use Influence points to add independent cities to your civilization
Each age features randomized independent nations dotted around the map. You'll undoubtedly discover them as you scout. Each independent nation has a focus — science, economy, military, or culture — and their reaction to you is seemingly randomized. Some are hostile and attack on sight, while others start out as friendly.
Your Influence points can be spent on befriending hostile independent states. With enough time, you'll eventually become suzerain of the state, which offers a list of bonuses based on the state's focus. From there, you can levy troops, promote growth, and even incorporate them into your civ using additional Influence points.
Independent states can be disbanded with military force, so it can be a bit of a gamble to spend Influence points if you're neighboring other aggressive leaders. You can be just a few turns away from being suzerain when another leader attacks and disbands the town.
You also need to watch out for other leaders attempting to beat you in the suzerain race. If you notice another leader has pulled ahead, you can spend more Influence to regain the lead. I've noticed that AI players are tricky in this regard, often waiting until the last couple of turns to dump points and steal away their fealty.
How to manage your cities and settlements
Civilization 7 is all about expanding your borders and bolstering your economy. Both cities and settlements play directly into the mechanic, and it seems that you need to pay more attention than ever to how they grow and expand their borders.
You start with one capital city that uses your production value to create units. A lower production value means it takes longer to build developments or create units.
Settlers then create settlements that start out small but quickly grow. Rather than using a production queue, settlement developments and units cost gold. Once a settlement reaches seven population, you can choose to give it a focus or turn it into a city at the cost of more gold.
Here are some tips and tricks to help you manage your cities and settlements.
1. Don't be afraid to focus your settlements
Settlements you found, capture, or coerce diplomatically, upon reaching 7 population, can be assigned a focus. This halts the settlement's natural growth and sends resources to the capital, so you want to be sure that you've sucked up all the strategic resources nearby before doing so.
Adding a settlement focus can seriously multiply its output. If it's a mining town, you can usually double production. The same goes for fishing towns located on a large river or coast. Have a settlement that's more urbanized? Boost your science and culture instead with a different focus.
I still don't know the opportune moment to switch a settlement to a city. The process requires gold, and the total is lowered depending on how much gold you've already spent to develop the settlement. If you have a strong economy, it makes sense to buy buildings before upgrading. On the other hand, if you're short on gold, adding another city that uses the production metric instead can be very beneficial.
2. Put more thought into how you grow your cities
I can complete Rome's “Forum” unique quarter by building both pieces on the same tile. (Image credit: Future)
When I first started discovering Civilization 7, I was plonking developments haphazardly. That doesn't work in the long run. Tiles you fully develop become urban quarters, building up the core of your city, while the outskirts remain rural. The game features unique quarters for each civ, and both pieces must be built on the same tile.
With all of the perks associated with developments, whether unique or general, it pays to give your city a bit of urban planning. You can seriously game the system, especially once Specialists are introduced to the game to give developed tiles a higher yield, and this directly plays into the science victory conditions.
With AI more aggressive than ever, you usually also want to add walls and fortifications to your cities and settlements. Armies can no longer capture a city without first dismantling all fortified tiles, so you can create a few quarters in strategic positions and force armies to attack.
Bonus tip: Try to balance production and food in your cities and settlements. You need a strong foundation to have success in other areas like culture and science.
3. Repair your developments
Spending gold to repair developments is usually preferred. (Image credit: Future)
Civilization 7 isn't shy about bombarding players with natural disasters. Those rivers that provide fresh water to your city? Yeah, they'll flood and damage your developments. Settled near a dormant volcano? It just woke up, and it's spewing magma all over your developed quarters. A blizzard or tornado might roll in at any time, at any location, wreaking havoc on tiles nowhere near rivers or volcanos.
While the game lets you spend city production on repairs, it's much quicker to use gold. The cost usually isn't much, and your tiles are repaired instantly. This also leaves your cities free to produce other units and buildings.
The game will let you know when a natural disaster occurs within your borders, and you can react. Certain crises (more on that in a moment) aren't as visible, though they can do a lot of damage. I've lost troops to plagues before I noticed what was happening. Watch for smoke or pestilence pouring out of your tiles to know which ones need attention.
Do note that you cannot repair certain tiles when a disaster is ongoing. A blizzard will keep tiles down while it rages; the same goes for a plague.
4. Don't be afraid to overbuild in a new age
Civilization 7's new three-age split mechanic introduces “Ageless” and standard buildings. While Ageless developments like Granaries are beneficial throughout the entire game, other developments lose their bonuses when you move into the next age.
To solve the problem this presents, you can now build over unessential developments with newer buildings. The game doesn't exactly do a great job of explaining how this works, and I was hesitant to build over developments that I'd worked hard to create in the previous age. I was reassured by developers that it's rare to detrimentally overbuild.
This new mechanic reduces a city's urban sprawl, leaving rural tiles open to receive yields and to be boosted by their associated Ageless developments. Have a bunch of farms? Be sure to build a Granary. Have a bunch of woodcutters? Be sure to build a Saw Pit.
How to wage a successful war
Winning with military force is never boring. (Image credit: Future)
Civilization 7 adds new Commander units, which significantly change warfare. The first you'll use is the Army Commander, but you'll also get access to Naval and Squadron Commanders as you progress.
Individual military units no longer receive XP — it all goes to the Commander who's within range. Each Commander has a set of skill trees that are unlocked as you level up, with bonuses to attack power, happiness, gold, etc. In my experience, having a Commander present is basically a necessity when waging war. The bonuses are that good.
Here are some tips and tricks for when things get gory.
1. Scouts and military units are key to a solid early game
Your first turn in Civilization 7 after founding your capital city should be spent producing a Scout who then begins discovering the map around you. Second, I recommend building at least one Warrior to protect your city and scout nearby tiles. Aggression arrives quickly in Civ 7. From there, you can produce or purchase more military units as required.
Some games seem to be more peaceful than others, and I can get away with one battalion assigned to a Commander. In other games, I find myself barely able to keep up with enemy armies.
2. Use Commanders to your advantage
Commanders become available after unlocking a specific Civic, and I believe you get a free one when first unlocked. If it dies, be sure to create another as soon as possible. War seems to be unavoidable in Civ 7, and Commanders are the best way to gain an advantage.
Their range of command can be boosted, and so can the slots available for grouping. Commanders have up to six slots for military units, and I use the new mechanics all the time. Not only does grouping units on a Commander make for less clutter and easier micromanagement, but it also can often negate movement penalties and get your armies where they need to be much faster.
Bonus tip: You don't need to manually move new troops into the orbit of your Commander. Use the Reinforcement command instead, which spends turns moving your units to the Commander automatically. When reinforcing a Commander, the units en route cannot be attacked.
3. Check leader alliances before declaring war
You might not want to pick a fight with a leader who has powerful allies. (Image credit: Future)
If an ally goes to war, you're forced to choose between declaring war on your ally's foe or ending the relationship. That works the other way around; if you declare war on an enemy, its allies will usually join in. I've got myself into some sticky situations by not checking alliances before attacking.
Sometimes war is unavoidable, but other times you might be tempted to capture an otherwise peaceful settlement for its resources or geographical location. Take a moment to open the leader menu and check alliances — you might save yourself from also going to war with the leader with the largest army.
4. Don't be afraid to throw around some Influence
You can spend Influence to become suzerain of independent states. (Image credit: Future)
Espionage and diplomacy are bundled together in Civilization 7, and nearly all related actions (or reactions) cost Influence points. Whether you're stealing a technology, starting a cultural festival, hindering research, or countering opposing diplomatic actions.
Balancing your own initiatives while keeping enough Influence points to counter others can be tough. I usually keep a couple of hundred points banked up to use in an emergency, while the rest is spent meddling in affairs and boosting my yields.
When you're at war, Influence points can be spent to turn your population's opinion and prevent war weariness. Some leaders, like Harriet Tubman, come with natural bonuses, but you'll usually need to purchase favor lest you see your civilization's happiness plummet.
5. Strategically aim your war resolutions
All wars must come to an end. I've found that spending Influence to counter war weariness — and thus forcing it back onto my enemy — is a quick way to end a fight. When peace is proposed, you must make an agreement with your enemy involving cities and settlements.
Sometimes peace can be achieved with both sides keeping their towns, while other times you'll be presented with what looks like a raw deal. Don't be afraid to try your luck against AI opponents! The towns on the table can be swapped out, and you can often get lucky with what you receive.
If the opponent doesn't give you what you want, you can always choose to continue the war.
How to game Civilization 7's Age Timer
Civilization 7 is split into three ages — Antiquity, Exploration, and Modern — with a soft reset in between. Military units unassigned to a Commander or without a settlement center to sit on are lost to time. All cities except your capital return to Settlement status. New independent nations spring up. There are new Tech and Civic trees to complete.
This is unlike previous Civ games that have a continuous run, and with the new mechanic comes some crucial tips.
1. Don't lose track of time
You can see how far along you are at any time via the Age Progress menu. (Image credit: Future)
Civilization 7 introduces an Age Timer to deal with the split mechanic. It's moved ahead when players achieve Legacy points, complete missions, or research Future Tech or Future Civics. Upon reaching 100%, the age progresses or the game ends (if you're in the Modern Age).
Most games I've played have cut things very close, and you want to be sure that you're timing your development properly. Haven't yet completed your preferred Legacy Path to unlock a Golden Age? Try to keep the other leaders from advancing the timer until your part is completed. Influence points come in handy here.
Like other Civ games, you can win by completing specific military, science, culture, or economy missions. What you achieve in one age directly influences the next, so it's still a good idea to focus on one area throughout the game.
However, it seems like you can also win by having 20 Victory points total, no matter if they all come from different areas. I've found that mixing science and military is very effective; nothing like controlling the seas with destroyers and aircraft carriers while your enemy is still in the age of sail.
2. Don't miss out on unique Civics
Civilization 7 no longer has guardrails on leaders and civs. You can use any leader with any civ, and your civ changes in each age.
Each civilization has a unique set of Civics alongside the general ones available to all players. They can provide some clever bonuses and boosts throughout the rest of the game, and I recommend unlocking them before they're lost to the previous age.
3. Be ready to handle a crisis
When the Age Timer reaches (I think) 70%, a random crisis befalls each leader. Crisis policy slots are opened up, and you can choose from a handful of responses. In my experience, these responses range from helpful to outright ludicrous.
Crises aren't meant to ruin your game; they simply add another layer at a time when many players might be coasting to an Age end. Crises intensify as the Age Timer ticks up, forcing you to add more policies. They're reset when the Age ends.
Keeping an eye on the Age Timer allows you to prepare for a crisis. Boosting happiness and income is usually a good way to successfully stave off the crisis and get into the next age relatively unscathed.
Wrapping up
Launched a staffed space flight is the ultimate goal of a science victory. (Image credit: Future)
Civilization 7 is a massive game with strategies that run a lot deeper than you might think. And with all of the new major changes, employing your past Civilization knowledge won't always work out.
These tips and tricks will hopefully help you get a good start in Civ 7, and I'll come up with more to add as I get further into the game. Be sure to drop your own tips and tricks in the comments section!
The makers of new RPG Avowed say they want the game to “respect players' time”
In Japan, there's a word to describe a shelf full of books you've bought but never read – tsundoku.
Video gaming has its own version of this.
The backlog.
Most console or PC owners probably have one – an ever-growing collection of unfinished or even unplayed titles.
There are websites allowing players to catalogue their digital cabinets of shame, and Reddit support groups sharing tips on how to shrink them.
It's a thing. And a symptom of a potentially bigger problem.
More games are being released than ever before, and blockbuster releases in particular have been getting longer.
Some estimates suggest that as few as 10% of those who buy a game make it to the end.
But are things starting to change?
Larian Studio
Time-suck: Baldur's Gate 3 players can expect to spend at least 70 hours with charismatic vampire Astarion
Of the top 10 best-reviewed games since 2020, according to review aggregator Metacritic, five are estimated to take at least 60 hours to complete.
Analyst Rhys Elliott, from Midia Research says the trend towards longer games has been “an insidious creep over time”.
“Games got bigger each year, and then, over the span of 10 years it's been an insane jump in game length.”
Rhys uses the popular Assassin's Creed series as an example.
Earlier sequels would take about 25 to 30 hours to finish. But 2020 release Assassin's Creed Valhalla, could take anything from 60 to 100-plus hours.
On paper, more game for your money sounds like a great deal.
But Rhys says games take longer and cost more than ever to make while the price players are charged for them hasn't gone up as much.
Based on public data from major console makers and on PC store Steam, Rhys found that the longer a game is, the lower the number of players who finish it.
“And this suggests that the growing development timelines and budgets that are fuelling these longer games have reached a point of diminishing returns,” he says.
Rhys has previously published research arguing that companies would be better off making shorter games.
“If game developers cut the length of a game like Assassin's Creed by 20%, most players would never notice.”
There is another option – give players a choice.
Carrie Patel is the game director of Avowed – released on Xbox and PC this week – at developer Obsidian.
The Microsoft-owned studio has a long history in the role-playing game (RPG) genre, and has been behind hits including The Outer Worlds and Fallout: New Vegas.
RPGs generally take dozens of hours to finish, but Carrie says the studio has tried to design Avowed to accommodate players who might want a shorter game.
“I've definitely heard a sentiment on many of our teams, and from our player base, of: ‘Oh, good! A game I can actually finish',” she says.
Reviewers have suggested a quick playthrough of Avowed will take about 15 hours, and completing all its extra optional content will take 40 or more.
That's in line with some of the studio's previous titles, but with Avowed the developers have been keen to point out it's a game that “respects player's time”.
“We know everybody has plenty of options, plenty of things to do with their time,” says Carrie.
“So we want everything that they find in our games to feel worth their time.”
Obsidian
Avowed is set in the same universe as Obsidian's earlier Pillars of Eternity games
Games don't have to contain hundreds of hours of content for them to be big hits.
Some fans complained when they learned that 2023 PS5 title Spider-Man 2 – a full-priced release – could be fully completed in just under 30 hours.
But the game reviewed well and broke a sales record for Sony – a case of quality over-riding quantity.
It's an approach that chimes with Carrie.
“I don't think most people are looking for something just to kill a few hours,” she says.
“They want a really immersive, valuable experience.”
Analyst Rhys says this is a “smart” approach.
“If you just want to blast through it, you can go for it, and you still get the full experience.
“And I think we'll probably see a little bit more of this kind of experimentation going forward.”
Which begs the question – why do companies make them so long in the first place?
Even with a game like Avowed, a good number of players will see only a fraction of what the game has to offer.
Carrie admits: “There's always this little voice in the back of your head that says: ‘But what about the players who are going to skip this?'
“And so you always want to make sure that you have those exit ramps for people who are less interested in getting into the weeds.
“But I can make sure that the people who are going to look for it, who are going to engage with it are going to have the best possible time with it.”
The Esports World Cup Foundation (EWCF) today announced a partnership with Tencent, making Tencent E-sports its strategic partner in China.
The aims is to drive the expansion of the Esports World Cup’s presence in the region. This partnership marks a significant milestone in the EWCF’s purpose to unite global esports fans under one competitive umbrella.
The group said the deal underscores its commitment to integrating the world’s most important and rapidly growing esports market into the Esports World Cup platform. The agreement was formalized at the Empower Esports Worldwide Series – The Esports Operation and Technology Session in Shenzhen, China.
The collaboration will establish a dedicated development team to enhance EWC’s visibility, engagement, and industry collaboration in China, while leveraging EWC’s and Tencent E-sports’ networks and expertise to connect Chinese esports with EWC’s global ecosystem.
“The Esports World Cup has created a global stage for competitive gaming, demonstrating its influence not only in China but across the world,” said Mars Hou, vice president of Tencent Games and general manager of Tencent E-sports, in a statement. “Through this partnership, we are committed to elevating EWC’s presence in China and integrating our esports industry with the world’s largest competitive gaming event. We look forward to deepening our collaboration with EWCF to push esports forward on a global scale.”
Tencent E-sports will provide marketing expertise, strategic consulting, and operational support to deliver diverse content and experiences.
“The Esports World Cup’s purpose is to create a global platform for esports and gaming fans worldwide, and investing in key growth markets for esports is a core pillar of our mission,” said Thamer Al Shuaibi, chief of staff at the Esports World Cup Foundation, in a statement. “China plays a critical role in this vision, and Tencent’s leadership in gaming and esports positions it as an essential partner. By combining our expertise, we will continue to strengthen esports as an industry, providing new opportunities for Chinese players and Clubs, and bringing the best of the Esports World Cup to Chinese fans.”
Esports World Cup 2025 will once again unite gaming and esports communities in Riyadh, Saudi Arabia, for a global competition that will crown the next Esports World Cup Champion. The tournament’s unique cross-game format will reward Clubs and players competing for a life-changing prize pool in a mix of platforms and genres, bringing together esports’ best players, Clubs and games under one banner in the largest-ever celebration of esports.
The inaugural Esports World Cup in 2024 united 1,500 elite athletes from 100 countries and 200 clubs, competing across 21 game titles for a life-changing $60 million prize pool.
The world’s largest esports event welcomed 2.6 million visitors to Riyadh and more online viewers, connecting fans with the best games, players and teams. Returning in the summer of 2025, gamers, publishers, and fans from around the globe will come together in Riyadh, Saudi Arabia, to crown the next Esports World Cup Club Champion.
Esports World Cup Foundation, the organisation behind Esports World Cup, was recently announced as a founding partner of the Esports Olympic Games, in partnership with The International Olympic Committee.
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We just completed an interesting All-Star Weekend! We had a Saturday night of Skills Challenge contestants getting disqualified, 3-point shooting displays from new champ Tyler Herro and Mac McClung winning his third straight Slam Dunk Contest crown. There was the debut of the new All-Star format, which is already drawing rave reviews and severe criticism at the same time. We also have the stretch run of the regular season starting Wednesday, and the NBA Stock Report never takes a week off.
Here’s your latest NBA Rewind!
Big Story: Did the All-Star format work?
Well … that was officially an All-Star Game (or games?), I guess. The new format to make the players care about the All-Star Game and put on a competitive show debuted Sunday. There are a lot of mixed reviews on it. I saw some people saying the tournament format injected new life into the All-Star Game, much like we’ve seen from the Play-In and NBA Cup tournaments. Others said it was confusing: too clunky/disorganized and there wasn’t enough basketball. To be fair, both statements could be correct.
TNT was broadcasting its final All-Star Game (at least until another media deal gives them TV rights again) and trying to juggle this new format, which entailed three mini-games being a race to 40 points. We had the three teams of eight All-Stars, as selected by the fans, players, media and coaches. A fourth team was the winning squad of the Rising Stars Game from Friday night. Golden State Warriors forward Draymond Green did not like the fourth team being allowed to play.
Before the tournament tipped Sunday, he was quoted that the Rising Stars players “don’t deserve the privilege of playing on Sunday.” That’s supposed to be a sacred, earned day to play on All-Star weekend. That wasn’t all Green said, though. Remember, he’s an employee of TNT, so he was on the panel between mini-games and hit that point even harder after the first game:
“You work all year to be an All-Star, and you get to play up to 40 (points), and you’re done. This is so unfair to Victor Wembanyama, who just took this game really seriously, Shai Gilgeous-Alexander, who just took this game really seriously. When you talk about chasing after the points records, Melo and Kobe and all these guys, who have had great scoring nights, (players) don’t get the opportunity to do that with this game — all so we can watch some Rising Stars. We’re about to watch the Olympic team, now we get the treat of watching the Olympic team play against a U-19 team. Come on, what are we doing? This is ridiculous.”
But as Charles Barkley reminded Green, the All-Stars did this to themselves. They didn’t take the competitive nature of the All-Star Game seriously in recent years. We’ve had maybe four close All-Star Games in the past decade. And even then, you could question whether or not the competitive nature has been there, with teams regularly reaching 170, 180 and 190 points in a 48-minute game. Last year’s 211-186 debacle caused commissioner Adam Silver to go off script and admonish the players for what was on display. That made the NBA feel like they had to adopt the Rising Stars format to try to inject some life into this thing. Maybe using the Rising Stars to bait the All-Stars into trying was intentional on a few levels. It was essentially shaming the players into playing some defense.
Candace’s Rising Stars guard Keyonte George (left) and Shaq’s OGs guard Damian Lillard battle for the ball during the 2025 NBA All-Star Game on Sunday. (Darren Yamashita / Imagn Images)
Remember the new Elam ending a few years ago? Once we got to the fourth quarter, the way to win was to reach a target score rather than play through a timed period. The first Elam ending finish was great, giving us a dramatic (and brief) fix to the All-Star Game’s erosion. Then, it wasn’t fixed anymore, and we had to hope games were close to get a good finish in a drawn-out night. Even in this version, though, we saw only about 40 to 45 minutes of game action during a three-hour television event. The product as a whole needs to be fine-tuned for fan consumption.
It’s frustrating because the All-Star Game is supposed to be a competitive exhibition to bestow a big individual honor and celebrate the NBA and the game of basketball. Players feel like the schedule and availability are too tiring with all of the corporate and personal responsibilities being jam-packed into that weekend. They’re probably right. Even as a media member, it can be exhausting. But that’s what those big contracts are for (in regards to the players, not the media).
Green is right that this format isn’t fair to the history of the event. But you know what else wasn’t fair? Most of the All-Star Games of the last decade. If players want it to remain a sacred honor and not let just anybody play on that Sunday, then they need to treat it as such. If not, the league is going to keep altering and tweaking it and seeing how they can update the paint job — because the product must be sold. The broadcast has to sell it. You can’t do that without the players making it enticing.
Maybe making the format USA versus the World will fix it? The new changes will always help … until they don’t anymore.
NBA Stock Report extended
Even coming out of All-Star Weekend, market trends in the NBA matter. They matter now more than ever because this is the final segment of the regular season for everybody. Two teams we expected to face off in the NBA Finals last year are trending toward making that a reality this year. Here’s your latest NBA Stock Market!
📈 Denver Nuggets (36-19): This is worthy of a deeper dive in a future edition of The Bounce, but the Nuggets look like contenders again. This team has been on an impressive run and has erased pretty much every doubt I have about it. Remember, this squad dropped to 11-10 by losing to the Washington Wizards on a night Nikola Jokić dropped a career-high 56 points. Since then, the Nuggets are 25-8, have been the third-best team in the NBA (with record and net rating) and are within a whisper of the No. 2 seed in the West.
📉 ThePhoenix Suns (26-28) have been in a bit of a slump. They are 1-6 in the month of February with losses to Portland (twice), Oklahoma City, Denver, Memphis and Houston. Denver and OKC won easily, and Portland had an easy win and a tight victory. The two games against the Grizzlies and Rockets were pretty solid. The Suns’ one win in this stretch is an overtime victory against the Utah Jazz. During all of this, Kevin Durant was possibly miffed at being in some trade rumors, which included a possible reunion in Golden State. Ultimately, the Suns have been broken for a bit, and I’m not sure they have it in them to turn it around.
Can Kevin Durant (right) and Devin Booker help turn things around for the Suns? (Joe Camporeale / Imagn Images)
📈 Boston Celtics (39-16): The Celtics have won seven of their last eight games, and their only loss was a bit of a confusing one to Dallas. Four of the wins were by double digits, and one of their closer victories was their second against Cleveland this season. After two months of shooting a paltry league average from 3-point range, the Celtics are above 38 percent in the month of February. Most importantly, their defense looks back up to snuff. The Celtics may not catch the Cavs in the standings, but Cleveland can’t feel great about how Boston is playing.
📉 Miami Heat (25-28): In the last two weeks, the Heat have the same record as Charlotte and Toronto. The Heat are 1-5 in their last six games and rode a four-game skid into the All-Star break. The Jimmy Butler trade drama certainly contributed to this, but post-trade, this team still can’t score. The Heat actually have the worst offense in the NBA over the last two weeks, and their defense has been about league average. With the shine of Herro’s first All-Star appearance and 3-point contest win now out of the way, this team has to figure out how to win games. Miami is currently ninth in the East and three games behind Detroit for a top-six spot.
📈 Detroit Pistons (29-26): Speaking of the Pistons, I don’t think we have to worry about them dipping below .500 again this season. We might be looking at a team that goes from one of the worst in NBA history a year ago to a top-six squad in the East. Head coach J.B. Bickerstaff has done an excellent job, and we’ve seen Cade Cunningham take a leap in learning how to close out games. The Pistons’ first five games after the break are tough, but their offense and defense have both been great lately. Some of that is boosted by smacking the Bulls around, but their overall play supports the successful numbers.
📉 Houston Rockets (34-21): I’m not totally concerned about the Rockets because they’re well-coached and have so much talent. They also won two of their final three entering the break. But Houston had seen a recent dip by losing seven of nine games. There were some confusing losses in there, too. We don’t expect the offense to always be good with the Rockets, but their defensive slippage has been noteworthy. As of now, Houston is currently down to fourth in the West and sits 3 1/2 games ahead of Minnesota (31-25), which is in seventh.
The Week Ahead: Play-In Tournament racing
We’re down to roughly 30 games left for each team in the regular season. That means we get to use three of the most urgent words in the regular-season lexicon: the stretch run. While plenty of teams are trying to get into the top six of their respective conference, we know there will be some that simply don’t even make the Play-In Tournament. That’s fine when you have your sights set on Cooper Flagg or the rest of this incredible draft class coming to the NBA in June. That’s not fine when you’re trying to get into some of that sweet, sweet playoff revenue. Let’s take a look at the Play-In situations for both the East and West:
Western Conference races
We expect the Thunder, Grizzlies and Nuggets to be safe in the West. It would take massive injuries for these teams to really fall to the Play-In danger zone. It’s also likely the fourth-place Rockets will be fine, too, but they’ve had a rough couple of weeks that have them on less stable ground than before. After Houston, the Los Angeles teams are both a bad week away from slipping into the Play-In Tournament.
On the other end of the standings, we know New Orleans and Utah are busier watching March Madness for scouting purposes than looking to make a standings push. That leaves teams 7-13 either trying to get into the Play-In Tournament or attempting to get into the top six in the West.
7. Minnesota Timberwolves (31-25): They’re a game behind the Clippers, and the Wolves have the tiebreaker over them. Recently, the Wolves have played much better, winning nine of their last 13 games. Their defense is sixth in the league, and their offense has improved to be tied for 12th right now. The Wolves have found a bit of a rhythm with Julius Randle hurt, but this team still needs to figure out how to play consistently with him on the court. I’ve said it before, but Randle should be their sixth man, and Naz Reid should start next to Rudy Gobert. Maybe then Anthony Edwards can have more space to operate.
8. Dallas Mavericks (30-26): Despite injuries and trade drama, the Mavericks have played better basketball lately. The good news is they’ve won four of their last five games. The bad news is Anthony Davis, Daniel Gafford and Dereck Lively II are all out for multiple weeks. The Mavs have sustained themselves by duct-taping together lineups. But they are going against too much talent in the West to think this will be fine as the status quo. They need to get healthy and go grab the tiebreakers against the Lakers and Clippers.
9. Sacramento Kings (28-27): The Kings have been dealing with the aftermath of their own trade drama, but they’ve found a better place lately. After losing six of eight games, they’ve won three of their last four. The Kings haven’t had much comfort at home, and they’re about the same on the road. Zach LaVine is still getting acclimated to his new teammates, but DeMar DeRozan is cooking. Sacramento has slipped lately on defense, and that’s what needs correcting. I’m not sure the Kings have the balance on offense to just go off consistently, but if they can find consistency on defense and regain the beam-lighting, home-court advantage, we’ll see them go on a run.
10. Golden State Warriors (28-27): Green didn’t just talk crap about the Rising Stars and new All-Star format. He made a bold proclamation: He said the Warriors are going to win the championship. The 2025 NBA championship. To Green’s credit, this team looks a lot better and more competent with Butler. But this wasn’t a high bar to clear with how the Warriors have played since the first month of the season. Butler will have to perfectly mesh with Green and Steph Curry. That’s very doable. But the Warriors will also need Buddy Hield and company to find some consistent shooting accuracy to become title contenders.
In his short time in California, Jimmy Butler (left) has been a solid complement to Draymond Green (center) and the Warriors (Jerome Miron / Imagn Images)
11. Phoenix Suns (26-28): We talked about the Suns in the NBA Stock Report, but it’s worth reiterating here. This team doesn’t have it. It’s desperate for Bol Bol production right now. Bradley Beal feels like an afterthought, except he’s still very much on the team. Durant is playing great basketball, and Devin Booker remains very good, but this Suns team just doesn’t have what it takes to make a big run. I wouldn’t even expect them to make the Play-In unless they find a cosmic shift in their team dynamic and on-court execution.
12. San Antonio Spurs (23-29): We are not seeing positive results of the De’Aaron Fox trade, and it’s causing the Spurs to slip down the standings. The Spurs’ downward spiral started before Fox even got there. In either case, they’ve gone just 5-13 in their last 18 games. Their defense is garbage without Wembanyama on the court. They’re being forced to play Chris Paul and Fox together, and I’m not sure you can get away with that for long. The Spurs need to give Wemby help, and they have to forge that chemistry with Fox fast. The good news is they have more than just this season to figure out the pairing.
13. Portland Trail Blazers (23-32): Technically, the Blazers are currently in it! They’re five games out of the No. 10 spot with two other teams in the way. They’re taking a three-game losing streak into the break. We need to see if this young Blazers squad can withstand missing Deandre Ayton for about a month. At least they’re attempting to play defense and win games.
Eastern Conference races
Let’s go to the East! Cleveland, Boston and New York have nothing to fear when it comes to the Play-In. We might not have to worry about the next three squads, either; Indiana, Milwaukee and Detroit might be safe from the Play-In. The rest of the East, however, has been in a slump, and we’re not seeing the push for the top six as hoped.
7. Orlando Magic (27-29): All of those positive feelings about the resilience of the Magic are slipping. Jamahl Mosley is still an excellent coach, but this team can’t score at all. The Magic don’t really have the personnel to do it. It is the exact inverse of how good their defense is. Paolo Banchero is back, as is Franz Wagner, but they’re not rediscovering their early-season success. The good news for the Magic is they have the tiebreaker over the Pistons, so a big push can force Detroit into the Play-In. But we haven’t seen this Magic team throw together a good stretch of basketball in more than a month.
8. Atlanta Hawks (26-29): These other teams think the Play-In is their ally? They merely adopted the Play-In; the Hawks were born in it! We saw them send out De’Andre Hunter and Bogdan Bogdanović at the deadline. We know the Hawks are still trying to figure things out, like a 24-year-old in his sixth year at college beginning to sweat not being on his parents’ health insurance much longer. After losing eight straight, the Hawks had a good stretch by winning four of six. Maybe they will finally get enough credits to graduate to something that isn’t this.
9. Miami Heat (25-28): We know the Heat are comfortable here, but they’ve usually had the hope of Butler in the mix. Now, the Heat are relying solely on Herro and Bam Adebayo to lead Erik Spoelstra’s squad. They have some good things working for them, especially rookie big man Kel’el Ware. Miami also has two games against the Hawks in the next couple weeks, and those can become massive opportunities.
If the Heat want to turn things around, they’ll need to rely on the leadership of Bam Adebayo (13) and new 3-point champion Tyler Herro. (Jim Rassol / Imagn Images)
10. Chicago Bulls (22-33): The Bulls have won four of their last 17 games. They traded away LaVine and are not really competitive these days. We were happy for them because they only lost by 18 to Detroit right before the break. That’s because, in their previous game, they were once down by as many as 49 to the Pistons and lost by 40. The Bulls are trying to develop their young guys, which is the right call, but someone has to make the Play-In by default, and they’re currently 1 1/2 games ahead of Philadelphia for that default honor.
11. Philadelphia 76ers (20-34): I wrote in The Bounce on Friday that the Sixers need to punt on the rest of the season:
I don’t understand why the Sixers are continuing to approach the season this way. George has been awful based on the standards he set for himself. He was awesome last season. Embiid can’t stay healthy and appears to have random swelling in his knee.
To quote the great Marcellus Wallace, “This is pride f—–g with you.” If Embiid needs surgery and a long recovery time from a knee injury he suffered a year ago, he should have it now. Punt on the season. Get him some rest.
I stand by this. Nothing has changed over the weekend. The Sixers are not going to be a Disney movie where a magical run happens. They’re not going to be the 2023 Miami Heat. They’re just praying these magic beans will start growing if they keep watering them.
12. Brooklyn Nets (20-34): If I include the Sixers, then I have to put the Nets in here. They have the same record. Brooklyn has been hot, though. It looked like the Nets were headed toward a hard tank, and then they won six of their last seven. We don’t have to truly consider them playoff contenders (although the current math doesn’t negate the possibility), but the Nets might not be the easy win we thought they’d be for the rest of the season.
13. Toronto Raptors (17-38): It seemed only fair to include the Raptors because I included the Blazers above. Portland has been a lot better than Toronto, but they’re both five games out of their respective conference’s No. 10 spots. The Raptors have lost five of their last six and currently have no momentum to make a push.
(Photo of Victor Wembanyama: Ezra Shaw / Getty Images )
A lot of developers in Europe seem to have a passion for RPGs. They strive to create unique open world experiences with complex mechanics, even if their ambitions are sometimes not able to shine through in the final product. And while some games earn the amusing descriptor of ‘eurojank', they can nonetheless offer something very original, and become cult classics. Czech developer Warhorse Studios didn’t hold back when they launched their debut title, the first-person medieval RPG Kingdom Come: Deliverance in 2018. It was a noble effort, and with continuous patches and ports to more consoles, the game managed to not only continuously attract player attention, but Warhorse themselves got bought by publisher Plaion. With their ambitions now closer to reality, the team worked towards the recently released sequel, Kingdom Come: Deliverance 2.
Deliverance 2 picks up soon after the events of the first game, following the adventures of Henry of Skalitz. It's the early 1400s in the Kingdom of Bohemia, and after getting thrown into political and military turmoil in the previous title, Henry has risen from being a humble son of a blacksmith to being a knight and personal guard for Sir Hans Capon, among his other titles and accomplishments. The sequel picks up as Henry and Sir Hans are traveling to another part of the kingdom to deliver an important letter from King Sigismund. However, along the way, through a series of amusing and yet believable circumstances, the pair find themselves without a coin to spare and nobody knowing their names or nobility claims in this different part of the kingdom. Henry must now essentially start over and earn his reputation anew if he is to complete his mission, and return home with his head held high.
The main narrative thread that carries the game forward is engaging enough to maintain player focus, even as numerous adventures and misadventures come Henry's way. The game continues to be rich in dialogue and is fully voiced, with the lead actors doing a good job across very lengthy (perhaps, sometimes too much so) cutscenes and conversations. Some of the minor actors are less impressive, constantly jumping between different accents and delivery qualities. The writing is fairly even and setting-appropriate. The characters are also believable, although some players may find Hans Capon to be playing his role as a spoiled noble acting like a child a bit too well, crossing into annoyance – though to the game's credit, Henry does get annoyed with Capon's antics and this drives a conflict between the pair that leaves them separated for a stretch of the story. The writing also continues to have bits of humor in it, with a sort of slapstick feel that again feels appropriate for the time period.
The saga could have used a better introduction, however. The opening hours are fairly linear, and there is no recap of the previous events. It's been seven years since Kingdom Come: Deliverance released, so even returning fans would have likely appreciated a recap. What we get instead are a series of flashbacks that re-use cutscenes from the first game, but these are so haphazardly put together that they barely give glimpses of events and characters and don't offer a worthwhile reminder. They will feel even worse for newcomers, containing far too little cohesive information, and also utilizing strange pacing. There is a video available on YouTube from the developers, but story recaps should be incorporated into the sequel directly, and better.
During Henry's adventures across the new kingdom, he will met a variety of characters who may or may not want to help him. The main quest will also push you to explore the decently sized world map to its edges, while picking up optional storylines and quests along the way. The RPG quest design is fairly typical, often getting you involved in tricky situations or simply making you break a sweat to earn some groschen (the sequel has a serious affinity for having Henry carry sacks on his back between two spots). Dialogue choices continue to play a key role, and they carry consequences of varying magnitude. Choices do matter, and the world can feel responsive and dynamic, such as quietly showing consequences on Henry deciding how to deal with criminals, or revealing a secret when promoted. Some quest chains are more interesting than others, but on the whole this is a setting that continues to immerse.
The sense of immersion was one of the best and most notable aspects of the first game, and the sequel continues to carry that mantra. The recreation of this medieval European kingdom is excellent, from the small towns and farm houses, to the excellently recreated natural environments. Across wooded paths, small creeks and open fields, through a full day/night cycle and the occasional rainstorm, the nature scenes in the game are wonderful and really submerge you into its world. This is a result of the realistic and yet softened art style, combined with great lighting and volumetric effects, as well as the distinct and detailed audio design. If STALKER and its ilk set the standard for post-apocalyptic worlds, Kingdom Come remains the leader of the medieval non-fantasy setting.
Many of the systems are a continuation of the mechanics found in the original game, revised and expanded. There is an entire set of menus that deal with Henry's various skills – from stealth to combat, speech, and trade. Each category has a variety of perks, which are unlocked as you raise your overall level, as well as by completing certain gameplay interactions. These perks most often consist of passive bonuses, such as being better at bartering with vendors, or excelling at stealth takedowns.The traditional skill categories grow naturally, such as strength when you carry those above-mentioned sacks, or combat when you keep emerging victorious in bouts. There are no skill points to assign directly – they grow as you perform actions. You can also gain skills by reading books, which causes a passage of time.
The day and night cycle remains a critical element of the game – it's not very fun to stumble around in the dark with only your torch, and the roads become more dangerous with potential wolves and bandits. Some quests take place during specific times of day, and Henry's wellbeing and conditions can also get better or worse overtime. You can pass time by simply standing around and fast forwarding, or by sleeping. Sleeping requires a bed you own however, which presents an ongoing challenge that we'll get back to later. Thankfully, the fast-travel system is still available between towns you've discovered, saving time on backtracking and helping explore faster. There are random events that popup during the fast-travel though, with a choice to stop or pass them by.
Managing inventory takes a bit of getting used to, although the combined menu screens that shuffle sideways remain decently well laid out. Considering the fairly low weight limit on how much you can carry (which does expand as you gain strength stat), there won't be too much stuff to rifle through anyway. A lot of what Henry carries is dynamic – from the armor and weapons that deplete in quality and effectiveness with use or just by being stained in blood, to the food that goes rotten. Stats such as stealth and charisma even fluctuate based on what you are wearing.
While the foundations of a modern RPG are all there and well executed, returning fans will know that it is in its intricacies that Kingdom Come 2 truly churns the butter. The game tries to position itself as a somewhat hardcore and realistic experience, and while that brings a unique sense of joy when interacting with some aspects of its world, it is not without annoyances and flimsy mechanics. From having to manually sit and grind your weapons on a stone wheel, to an involved alchemy system that requires you to read instructions from a book and manually add and mix all ingredients. You have to eat, sleep, and can wash yourself to clean up; you can get various conditions, from poisoning to bleeding and indeed over-eating.
Many of the elements initially seem immersive and highly detailed, but their sheer abundance and occasional obtuseness eventually begin to reveal their shortcomings, and as much as the game wants to try and be punishing, it leaves many doors open for player trickery. The conversation and reputation systems feel personal, but eventually you begin to encounter many instances where you lose reputation for unknown reasons as part of a casual conversation. Some of the speech checks succeed and fail without much feedback, despite having a clean outfit and passing the shown skill rating level.
Exploring the open world can take time, but it will be a while before you earn enough to live honestly, so thievery can be attempted. Stealing a horse will get you to the next town faster, but returning to the scene of the crime will cause an unpleasant encounter with the guards. Henry's options are to pay a fee, run/fight, or surrender for a punishment. The latter option becomes most efficient to clear your name – you simply get put in shackles and some time passes, and there is a temporary negative effect on your reputation for a while afterwards. But it also lets you keep your inventory (that's not proven to be stolen), and fully heals you of any wounds, which seems like a cheap way to get back into top shape.
You might be looking a bit beat up and desperate to steal a horse because combat is a frequent occurrence. While the game tries to offer other ways to solve a conflict, it does feel that clashes are inevitable, and frequent. Combat is another two-edged sword, whereas the push for realism also leads to some frustrations. The melee engine of the previous game has been tweaked, but remains somewhat clumsy. Henry can only swing at an opponent a few times before running out of stamina, and is able to strike a single foe from about four different directions. The lock-on fight system is still slow-paced and requires strategy, as well as a bit of luck and reading your opponents' attacks. The block and parry windows are quite large and display an icon; you can also perform fancy strikes and takedowns for extended damage.
Still, it takes a while for enemies to go down, and it's not until late-game weaponry and fights against under-armored opponents do you actually feel like a powerful knight. The lock-on system remains finicky, and the fact that you can only focus on one foe at a time remains a challenge. There's not as much back-pedaling as in the previous game, as the AI seems to be more strategic as well, but it still can be easy to unintentionally lose a lock-on when quickly adjusting strike directions. Simply running away may not work as enemies do chase on foot for quite a while. You might consider switching to ranged options, but the weightless feel of bows and crossbows is underwhelming, dealing little damage and taking actual ages to reload.
Getting your chest plate kicked in is rarely fun, and often leaves you bleeding with broken equipment. Henry can bandage up and eat some food, or drink a health potion, but sleep (or, getting arrested on purpose) remains the best way to recover. Sleeping is required on occasion, and it proves to be just as annoying in the sequel. There are tons of places to sleep, but Henry must own the bed or pay for it. Otherwise, the town will issue immediate warrants for your arrest for taking a nap, as the game insists that it's a heinous act of trespassing for which you must be arrested. It's a bit silly that, having snuck into the attic of an animal barn in the middle of the night, an hour later someone somehow finds you, and reports you. The game lacks a UI indicator on whether or not a bed is owned by someone, and only sometimes does it indicate you are trespassing. But on the other hand, you can easily walk into anyone's home in broad daylight and rob them blind with no repercussions.
The push for realism continues with the return of the selective save system. The game is only saved during specific quest moments, when quitting, or when drinking a special potion. So you can't exactly abuse the system, lest you want to constantly restart the game or carry lots of those potions. You could also be ambushed or get into a tough fight, or just have poor luck in combat, and perish – losing potentially significant amount of gameplay time that would need to be replayed. With no difficulty setting and limited saves, not everyone will have a great time.
Saves continue to play an important role, however, because things can go wrong outside of your control. Deliverance 2 launched in a much better shape than its predecessor, with a mostly smooth experience, but there were still a decent number of technical issues. Quests would break, either due to scripting issues, NPCs going totally missing (but at least you can sleep in their bed without interruption), or the quest markers just choosing not to appear on the map. Physics engine sometimes goes awry, or Henry stumbles into an accidental sword swipe at a friend during combat, ruining the relationship permanently. There were also instances of dialogue options missing or displaying error codes instead of words. Still, for a large open world game with so many mechanics, things work fairly well.
As mentioned at the outset, the visuals remain immersive, and the pre-rendered cutscene quality is good for an RPG. However whenever the game switches to real-time scenes, the drop in visual fidelity is rather noticeable, from the rendering quality to the animations and facial capture. There is no mouse support during dialogue choices, which can feel a bit jarring to navigate initially. But at least, unlike many recent games that have switched to the Unreal Engine, KCD2 employs a customised version of the CryEngine. While it may not always produce cutting edge visuals and sharp details – it at least runs at a very smooth framerate and seems quite nicely optimized, helped by its art style.
Not every debut title that begins so ambitiously gets to live long enough to get a sequel, but Kingdom Come: Deliverance managed to overcome those initial struggles through good post-launch support of the game, and earned itself the right for the follow-up. Deliverance 2 continues very much in the same vein as its predecessor, with some unique mechanics and a focus on realistic role-playing during medieval times. It still features some higher barriers to entry, and some of the mechanics grow more annoying than immersive, over time, but those who choose to partake in its responsive and highly immersive open world will find a worthwhile adventure that is well-optimized.
Surviving in medieval Bohemia can be rough, especially when armed bandits and other ruffians can threaten your life in Kingdom Come: Deliverance 2. Raw skill can only get you so far, and if you really want to make it far, you'll need good gear to protect yourself with.
Getting decent equipment may seem tricky at the start, but if you know where to look, you can kit yourself out without having to make any money in KCD2. Here are some of the best pieces of equipment you can find as soon as you finish the prologue.
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Kingdom Come: Deliverance 2 – What To Do With Nests
Nests are abundant in Kingdom Come: Deliverance 2, so here's what to do once you find one.
Skalitz Axe
You don't have to rely on some shabby hunting sword as your first weapon. Once you reach Troskowitz, you can get a decent one-handed axe as soon as you're set free. You can find the Skalitz Axe
in a shed behind a house in the town. Refer to the player marker on the map above for its location.
The Skalitz Axe deals a decent balance of both Slashing and Blunt damage, two of the three damage types in KCD2, making it effective against armored and unarmored enemies. Parrying with it is not ideal considering its wooden handle, so you'll want a shield to pair with it.
Von Bergow Shield
Speaking of shields, you can get one for free by digging up a grave south of Troskowitz. Purchase a spade from the Troskowitz general store, and head to the map location above. There should be a fresh grave there. Dig it up, and you'll find the shield lying on top of the buried body.
The Von Bergow Knight Shield
works like any other — use it to block projectiles and deflect incoming melee attacks to save your weapon's durability. It'll be a useful companion up until you get a better shield for your off-hand.
The Entire Troskowitz Guards' Armory
Yes, you can raid the entire Troskowitz Guards' armory with a little bit of finesse. From the Troskowitz fast travel point, turn left, head through the barn, then look for the guard in the image above. Do your best to steal the keys from his pockets. Then, go back to where you came and look for the armory in the town hall compound. Make sure nobody sees you, and close the door once you're inside.
The chest inside the armory includes entire sets of armor as well as some weapons, and they're likely to be the best pieces of gear you'll find this early in the game. Grab what you can and make sure to leave the compound through the back. If you exit from the front, the guard will hail you for an inspection. If you fail the persuasion check, you'll be arrested.
Semine Southern Ambush Site
There's an ambush site east-southeast of Semine. There's a clearing in the forest there that can be seen from the map, and if you investigate the area, you can find a Von Bergow Knight's Shield on the ground, as well as some loot from the nearby corpses. Additionally, there's a horse there that you can either claim or sell to the keeper in the Nomad Camp.
Legendary Knight Brunswick's Armor Set
If you speak with the local scribe in Troskowitz, he'll tell you of a set of armor worn by an ancient prince of Bohemia called Sir Brunswick. Pieces of his armor set are strewn about the Trosky region, and you'll have to go on a treasure hunt in order to find all of them. Getting the Brunswick armor set from The Lion's Crest DLC quest in KCD2 is going to take a while, so you may want to pick up some of the earlier equipment above before going for this one.
The Brunswick set is arguably the best armor set you can find during this half of the game. It offers stellar protection against all damage types, though you'll still take a beating if you're fighting someone with a heavy weapon. Skilled fighters like Cumans can also disregard your armor and just kill you outright with one good hit.
The Lion's Crest quest is available only for players who pre-ordered Kingdom Come: Deliverance 2.
RPG
Action-Adventure
Open-World
Systems
Released
February 4, 2025
Developer(s)
Warhorse Studios
Engine
CryEngine
ESRB
Mature 17+ // Use of Alcohol, Blood and Gore, Sexual Content, Strong Language, Intense Violence, Partial Nudity
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Kingdom Come: Deliverance 2 is the highly-anticipated sequel to Warhorse Studios' popular 2018 RPG, and is one that challenges players in ways that few other games in the genre will dare to do. With an abundance of game mechanics that will make you feel like you're in the muddied shoes of the game's main character in the 15th Century, KCD2 is one of the more immersive titles on the market.
With an increase in immersion and realism comes a more challenging experience, which is why we, here at Game Rant, have compiled all of our useful tips, tricks, and guides in one place, so you can tackle the game's obstacles at your own pace. Take a look below at our Kingdom Come: Deliverance 2 guide hub for everything you need to know, from before you even pick up the game to when you make it to its climatic conclusion.
This guide hub is a work-in progress, so we'll be regularly updating it to ensure you have access to all of our guides for KCD2 in one place!
Related
Getting Started
Before you even pick up your copy of Kingdom Come: Deliverance 2, there are a few things you might want to consider, from your PCs performance to which edition of the game you should purchase. Fear not, Game Rant has you covered on those pre-adventure queries.
Frequently Asked Questions
Tips, Tricks, & Mechanics
If you're familiar with the original Kingdom Come: Deliverance, you will know that Warhorse Studios doesn't make it easy, even from the start of the adventure. There is a lot to consider and keep track of, as the game heavily features some very real challenges from living in the 15th Century. Thankfully, we've compiled a list of tips, tricks, and useful pointers to tackle everything this thrilling RPG has to offer, from the bare necessities to the more challenging, head-scratching mechanics.
Quests, Choices, & Romance
It wouldn't be a role-playing game without a role to play, which means KCD2 comes with yet another thrilling story for players to immerse themselves in. Your choices can have repercussions on the game, as well as how long it takes to complete some of the more time-sensitive quests. Below, you'll find a list of quests and choices from Kingdom Come: Deliverance 2, and how you can complete them how you want to.
Weapons, Builds, Resources, & Materials
You may not have an assortment of fancy firearms and weaponry in the 15th Century, but there is still plenty to collect and experience in the open-world. Whether it's alchemy materials, better quality weapons, or the right armor for your playstyle, we've got a list of useful guides to fill in the blanks.