Check out the Steam page or our review to learn more about the game. You can find the full text of the Weekly Torch following the link above. many of them are 2D platformers or top-down scrollers. On the other hand, we see a trend among indie games that are both more original and less forgiving, but because of limited budgets they have to go for a format that is somewhat simpler to develop for, e.g. A group of strangers who wake up in what appears to be an abandoned building, unable to remember how they got there, find themselves haunted by strange visions and are forced to face all the wrongs they have done in their lives. I can see why the companies that make these games take this approach and obviously there is a demand for it, as evidenced by the sales of these games. With Ry Barrett, Camille Hollett-French, William Foley, Jason Martorino. So, you have all those different markers, prompts and handy hints that you never have to think about what to do next. The trend I see in ‘real’ AAA games, like the ones I mentioned above, is toward making games more and more forgiving, better suited to the most casual and absent-minded players they are games that in effect are ‘playing themselves’. I don’t view us as an indie game either, though. I don’t see KCD as competing with the likes of Assassin’s Creed or Shadow of War. We simply don’t have resources to create a game like that. In the latest Weekly Torch, Martin Klíma, Executive Producer here at Warhorse Studios, has tackled such topics as the development process and whether or not he considers KCD to be an AAA-title. The developers continue sharing their thoughts and answer the community’s question even after the release. The game has been welcomed more than warmly despite a certain lack of polish. Kingdom Come: Deliverance‘s release came crushing upon us on February 13.
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