this post was submitted on 28 Mar 2025
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I'm playing through the first one right now, in the early hours, and for anyone who's played this sequel, did they add any quality of life improvements? In theory, I like a lot of what the game's doing, but when it tells me I need to find a way out of a castle, and it doesn't let me jump over a short chain barrier, it can be frustrating. I talked to one NPC who I accidentally quickly buttoned through a dialogue with without clicking on the option that clearly would have given me a hint on what to do next, and without reloading a save, I couldn't get that dialogue option back. There was also another NPC that I found the first time, before reloading a save, who gave me similar advice for how to progress, but due to the schedule system and the lack of any sort of notation built in to the map, I couldn't find her again, because she wasn't in the same spot. Things like that are why Avowed was built to be "static", as much as it got criticism for it, despite most RPGs being built that way to avoid exactly this problem I had with KC:D. (I have since made my way out of the castle, after looking up a walkthrough and save scumming a chest that I had to lockpick, because the tutorial was very bad at teaching me how lockpicking actually worked.)
This game is not for you then. It's OK, you can play something else, like a Ubisoft open world game. They have a dynamic world but also markers for everything so you can button through dialogue. The story is also much simpler than KCD so you don't have to pay attention. Characters are also quite one dimensional, it's easy to follow, much like Avowed. Highly advise AC shadows or Mirage.
In case you're interested (you're probably not), even soulslikes games usually put the tutorial messages in one place where you can come back to them to reread them