Explore all 80 feature scores for Kingdom Come: Deliverance II, organized into pros and cons.
Scores by Feature
Summary
80 reviewed features-
Very positive 4.5-5.044 (55%)
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Positive 3.5-4.418 (23%)
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Neutral 2.5-3.415 (19%)
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Negative 1.5-2.43 (4%)
Pros
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Narrative quality was a major strength, with reviewers praising the historical saga, main quest, character arcs, and cinematic ambition.
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Immersion was one of the clearest strengths, with reviewers repeatedly describing the world, systems, and presentation as absorbing.
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Reviewers consistently praised the reactive crime, reputation, NPC, and quest systems that made the world feel alive and responsive.
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Voice acting was broadly praised, especially the main cast, though some reviewers noted repeated or uneven minor NPC voices.
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Quest design was one of the strongest points, with reviewers praising memorable side stories, branching approaches, and strong writing, despite a few disappointing payoffs.
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The open world drew strong praise for its scale, density, historically grounded cities, and lived-in regions across multiple maps.
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The soundtrack was one of the most consistently praised elements, with several reviewers calling it orchestral, phenomenal, or legendary.
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Reviewers generally agreed the sequel stays true to the original while improving its systems, scope, and accessibility.
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Several reviewers found the game highly entertaining, addictive, and rewarding once its demanding systems clicked.
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Graphics were broadly praised for impressive landscapes, cutscenes, lighting, and major visual improvements over the first game.
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Combat drew broad attention for its realism, skill focus, and improvements, though several reviewers still found it harsh, clunky, or frustrating early on.
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Reviewers admired the freedom to solve problems, exploit systems, and role-play, though the sandbox sometimes clashed with scripted story demands.
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Reviewers repeatedly framed the systems-heavy design as a major strength, praising how mechanics connect to role-playing, dialogue, world simulation, and player expression.
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World-building was repeatedly praised as immersive, historically grounded, and central to the game’s appeal.
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Performance was generally praised across PC and console contexts, with reviewers noting strong optimization and technical improvements.
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Reviewers praised the breadth of activities, quests, and post-launch additions, with many describing a large and varied set of things to do.
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AI and NPC behavior were praised for believable reactions, routines, crime responses, and increased sophistication over the first game.
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Progression was widely praised for turning early friction into rewarding growth through skills, perks, equipment, and player learning.
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Reviewers repeatedly emphasized how unusual and specific the game feels compared with modern RPGs.
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Henry and Hans received strong praise for their evolving relationship and character arcs, with Henry’s trauma and growth adding stakes.
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Writing was described as excellent, engaging, humorous, and consistently strong across main and side content.
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Exploration was praised for beautiful spaces, meaningful discoveries, and a strong adventuring feel, though harsh systems made some travel demanding.
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Crash stability was praised by multiple reviewers who reported no crashes, no soft locks, or no hard crashes.
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Dialogue was mostly praised for impact, humor, and organic choices, though one reviewer found some repeated dialogue drawn out.
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UI feedback was positive when reviewers discussed improved, adaptable, or visually polished interface presentation.
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Reviewers described the story as memorable and emotionally powerful, including scenes that brought strong lasting reactions.
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Mission variety was strongly praised, especially for quests that went beyond simple errands or bandit-clearing objectives.
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Value was praised because the game is both strong and very long, with some reviewers reporting enormous playtime.
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Cutscene direction and mocap were praised for selling relationships and emotional scenes convincingly.
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Crafting split reviewers: blacksmithing and alchemy could be charming and rewarding, but several found parts clunky, slow, or repetitive.
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Reviewers saw the sequel as much more polished than the first game, with rough edges reduced and systems better realized.
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Replay value looked strong thanks to hardcore mode, major content additions, and reviewers wanting to return for more playthroughs.
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Reviewers liked the depth and usefulness of perks, weapon techniques, and skill trees, especially when they enabled meaningful playstyle specialization.
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Bugs were present but usually minor; reviewers ranged from calling glitches common to saying issues rarely disrupted play.
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Controls were described as noticeably smoother than the first game, especially in camera feel, aiming, and sword fighting responsiveness.
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Maps were praised for medieval flair and exquisite town art, supporting the game’s historical presentation.
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Sound design was praised for supporting immersion and helping players identify attacks or stealth-relevant cues.
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The dog companion Mutt was praised as useful and worthwhile, especially for tracking and early side-quest benefits.
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Pacing opinions varied: some praised the sustained momentum, while others complained about indulgent cutscenes or late-game pacing issues.
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Atmosphere was praised alongside world-building, especially in cities, music, and historically grounded locations.
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Environmental detail was praised for dense, specific objects, puddles, tools, farms, residences, and believable spaces.
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The historical codex and contextual detail were praised for offering extensive background on people, events, and society.
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DualSense haptics and adaptive triggers were praised for reflecting stamina, sword clashes, and sharpening interactions.
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The PS5 Pro version was praised as a graphical treat, with platform-specific technical strengths noted.
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The revised perk and upgrade system was praised for offering meaningful upside-focused choices rather than weak side-grades.
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Ranged play was viewed as improved by some reviewers, especially archery, but another found ranged combat weightless and weak.
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Onboarding divided reviewers: returning and new-player recaps helped, but some found the opening overloaded or blunt.
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The visual style of menus, maps, and medieval presentation received praise for matching the game’s historical tone.
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The cast was praised for memorable personalities, humor, and a strong sense of history.
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The post-launch expansions were credited with adding a large amount of extra content to the package.
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Handheld suitability was supported by one reviewer who described the game as scalable enough for handheld play.
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One reviewer praised the scale of improvement as something other studios rarely achieve.
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One reviewer praised the way locations were recontextualized into memorable set-pieces that rewarded planning and awareness.
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One reviewer reported a consistent frame rate and treated that as part of the game’s stronger technical state.
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The adaptive HUD was praised for hiding unnecessary elements and improving immersion when information was not relevant.
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Visual set pieces and in-engine scenes were praised for creating striking emotional moments.
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Facial animation feedback was mixed: one reviewer noted lifeless dialogue faces, while another praised key character animations.
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Post-launch support was described positively through free updates, fixes, and eagerly awaited features.
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The sequel was credited with giving supporting women and other groups somewhat more agency than before.
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Difficulty was often called demanding and unforgiving; reviewers generally treated this as part of the appeal, though not always an easy one.
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Main mission design was mixed: reviewers praised varied scenarios, but one criticized a required sequence for lacking an alternate path.
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The game was not seen as a pure grind, but reviewers still emphasized the effort and repetition needed to gain traction.
Cons
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Checkpointing was criticized for causing lost progress when autosaves appeared only at limited quest points.
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Family friendliness was limited by repeated profanity, sexual content, and depictions of women that one reviewer found objectifying.
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Menu usability was mixed to negative, with some praise for navigation but others calling the menu system dire or frustrating.
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One reviewer warned that excessive profanity and potentially offensive material make the game unsuitable for some audiences.
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The save system was one of the most divisive topics, praised by one reviewer but criticized by many as stingy or punishing.
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One reviewer felt early traversal was unnecessarily taxing, especially before stronger equipment and better mobility options eased the burden.
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The learning curve was repeatedly described as steep, slow, and friction-heavy, rewarding patience but likely turning some players away.
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One reviewer strongly disliked Hans as a long-term companion presence, creating strain on their desire to continue.
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A horror-leaning quest was criticized for being too short for its dread to fully develop.
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Tutorial quality was mixed, with one reviewer calling it decent while others criticized dense text screens and poor explanations.
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The early economy was described as restrictive, especially when selling damaged or stolen goods with limited vendor money.
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Load times were criticized by one reviewer as long enough to worsen stealth retries and experimentation.
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Camera behavior was a noted issue for one reviewer, especially through finicky first-person viewpoint problems.
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Loot was criticized for early encumbrance pressure and the difficulty of carrying everything a player might want.
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Stealth was useful and sometimes satisfying, yet reviewers also called it finicky, weak, or frustrating in specific forced sections.
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One reviewer found the loop rewarding but volatile, with strong highs offset by repeated frustration and setbacks.
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Fast travel opinions were mixed: one reviewer praised dynamic events, while another found it cumbersome and interruption-prone.
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Weapon balance was mixed: one reviewer liked weapon choice, while another found some ranged options hard to use effectively.