Kingdom Come: Deliverance was crowned best PC game of Gamescom 2017. It has seen an impressive rise in online awareness and has truly grown beyond the initial Kickstarter campaign. With a lot of people eagerly looking forward to February 2018 to dive into this potentially amazing RPG, we had the chance to talk to Rick Lagnese, PR for Warhorse Studios, and ask him about the upcoming game.
1. Tell us a little about yourself. Who are you and what do you do at Warhorse studios?
My name is Rick Lagnese and I’m the US Community Manager for Warhorse Studios. I’ve been married for nearly 15 years and I have 4 girls and one boy! We live in a pretty rural area, so it is quite peaceful. I spend a lot of time with my family and we enjoy helping those around us and being actively involved within our community.
As the US Community Manager for Warhorse, I get to manage our Reddit and Steam page by answering questions, posting updates, running contests, etc. I also get to do interviews, travel to major gaming events with the crew, jumping on podcasts and I work a lot with the PR/Marketing department, of course. I also get to do most of the presentations for the press at Gamescom and E3, which I absolutely love doing!
“Find Rick on Twitter here“
2. How did you get started working in the game industry?
I first tried to run a video game website with a team of 10, but it didn’t work out like I wanted it to. After that I just happened to be at the right place at the right time. I helped Warhorse set up a fan party at an Irish Pub (during E3) in LA. We were able to show off some gameplay and we did some giveaways and things like that. I stayed in touch with them and about 8 months later Tobi, our PR manager, asked if I’d like to work remotely in the US. I was ecstatic, being a huge fan of the game obviously.
3. Could you tell us why and how Warhorse studios was founded?
Warhorse Studios was founded by Dan Vavra (Creative Director) and Martin Klima (Executive Producer) in 2011. Legend has it that in the Czech Republic, all great ideas start at the pub! So, they sat down at a pub and talked about creating their own studio and making a game that is realistic and historically accurate. Daniel Vavra was also the Creative Director for Mafia and Mafia II, while Martin Klima has worked on Operation Flashpoint: Dragon Rising and several other games. Dan eventually decided that he wanted to do something different and new, which turned into the birthing of Warhorse Studios.
Kingdom Come: Deliverance
4. Let’s talk about Kingdom Come: Deliverance. How did you come up with the idea for this game?
In Kingdom Come: Deliverance, we talk about the Civil War that happened in the early 15th century in medieval Bohemia (modern day Czech Republic), where the Holy Roman Empire was in full force. No one else has ever attempted to do this before, so Dan was very excited to take on this project.
5. Can you tell us a little bit about the story?
Kingdom Come: Deliverance is an open world, first person medieval rpg set in Bohemia in 1403. You play as Henry, son of a blacksmith, and you are on a quest for vengeance as your parents, friends and almost everyone else you know has been slaughtered in your hometown Skalice, by King Sigismund and his mercenary raid of Hungary.
Furthermore, your King, Wenceslas IV, has been abducted by Sigismund and what’s very interesting is that they are half-brothers! Henry will attempt to restore balance as fate drags him into a very bloody conflict.
Check out some great footage right here:
6. Tell us about the combat. It is supposed to be very realistic, right?
Well sure. We’ve been working with professional swordfighters and fencers, who helped us with our animations in our MoCap Studio. For those of you who know a bit about HEMA, you will be in for a treat!
No free pass for bad behaviour!
7. Ramifications for behavior is a big part of KC:D. How severe will the consequences be?
a. Is it possible to miss a quest line because of the player behaving badly?
Kingdom Come: Deliverance is a game where we want every player to really think about the choices that they make as many choices will produce different results, even to the point of triggering different cut scenes. We won’t tell you how to solve quests. You will have to figure out what you are going to do and how you are going to approach every situation.
As you said, there will be ramifications for not only the players choices that are made, but also the timing in which some quests need to be taken care of sooner than later. For example, if someone asks you to help them because he is being hunted down by some bandits, you can’t just simply choose to go on and do a bunch of side quests and expect everyone to be waiting for you. The game will not wait for you and you will have to decide if you want to save him, leave him be (only to be killed by the bandits), or maybe, you decide to team up with the bandits and kill him too.
b. Will you be able to redeem yourself in the game?
You can redeem yourself by finding another way to solve a quest or you can regain your reputation by helping others in the particular town/place that you are in. Sometimes, you will simply have to live with the choices that you make. If you kill the pub owner, the locals will find something else to do. They will not like you for this! You can ruin some of the quests by killing the quest giver. If you decide to be a jerk, you will definitely have to change your tune and help others with their problems and things like that.
c. Will the game change drastically depending on having a good or bad Reputation?
History will repeat itself in Kingdom Come: Deliverance, so while some things will change, the overall story of the game will not. However, it’s up to you how you get to the end.
8. This is the first game for Warhorse Studios, but the team members all have experience in developing highly rated games. Is it safe to say that none of you have made a game quite like KC:D? How did you prepare for making an RPG set in a medieval era that is focused on melee combat?
We are making a game that is a blend between Mafia 1&2 and Operation Flashpoint, which are games that as I said earlier on, were worked on by Dan Vavra and Martin Klima. Not only did we have professional swordsman, we also have a full-time historian that makes sure that everything is as time-period accurate as we can possibly get. So yes, this is a game that is very special to us, because it has not been attempted before.
9. How long has the game been in development?
In February 2014, we successfully ended our Kickstarter campaign, which was when the real development of KCD started. Being that we are releasing the game in February 2018. It will be exactly 4 years from the Kickstarter to the release.
10. Was the choice of developing the game for both PC and Consoles an easy one?
We want our game to be available to as many people as we possibly can. This is not always easy, because of time and resources, of course.
11. The visuals look stunning from what we see in the trailers, how well does this relate into actual gameplay?
We have shown plenty of in-game footage and trailers. What you see is what you’ll get – stunning visuals with dynamic game play.
12. Why did you make the choice for the Cry Engine?
We have chosen the CryEngine because by that time it was the best engine to recreate the lifelike environment we wanted to have in KCD. Immersion is very important for us and therefore, high-end graphics are important. However, we had to heavily adjust the engine as it wasn’t ready for huge open world games with hundreds of fully simulated NPC’s, but we definitely have a great relation with the guys from Crytek.
13. Will there be any Multiplayer or Co-op in the game?
No. Kingdom Come: Deliverance will be a single player only experience.
14. Are there any DLC’s already in the works or planned?
We are currently thinking of a DLC plan that will be announced at a later date together with our Co-publisher DeepSilver.
15. The game has seen a very successful Kickstarter campaign, would you have been able to create this game without the massive support?
No shot. Without the great support we got, we wouldn’t be talking to each other today!
— Warhorse Studios (@WarhorseStudios) August 31, 2017
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