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Scalebound Director Wants To Revive The Franchise With Phil Spencer

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  • Hideki Kamiya recently rewatched Scalebound footage with other developers at Clovers.
  • He noted that the game still looks great and asked Phil Spencer to revive the project.
  • The game was previously cancelled due to technical limitations and other development challenges.

The last generation was not kind to Xbox, but Microsoft still provided many solid exclusives to its fans throughout the generation. With games like Dead Rising 3, Killer Instinct, and Titanfall launching as exclusives, the Xbox One had more than a few noteworthy titles.

Unfortunately, not every game developed for the Xbox One saw the light of day. One such project was PlatinumGames’ Scalebound, which was cancelled due to technical problems and hardware limitations.

Eight years after this cancellation, director Hideki Kamiya appears to have a soft spot for this series and hopes to revive it with Xbox someday.

Why it matters: Xbox has positioned itself as a major publisher in the industry today, making it likely to aid studios like Clovers when given the opportunity.

Scalebound Revival via Hideki Kamiya
Hideki Kamiya Shows Enthusiasm For Scalebound To This Day | Image via Twitter

For the unaware, Hideki Kamiya no longer works at PlatinumGames and is currently leading the development of Okami 2 as part of Capcom’s new studio, Clovers.

The studio’s official Twitter account recently shared a video of the director reminiscing about Scalebound along with his new team, discussing the concept of the protagonist and his gameplay.

He also noted that Scalebound’s core gameplay still looks great today despite its persisting technical problems. Following this tweet, the director went on to call Phil Spencer for a collaboration, hoping to give the series another shot.

Even now, it looks great. Let’s do it, Phil!

-Hideki Kamiya

Perhaps the most interesting element of this situation is the fact that this is not the first time the veteran developer has shown interest in working with Xbox. He called on Phil Spencer in a similar manner a few years ago, hoping to use modern technology to revive Scalebound.

Moreover, there is reason to believe things might work out now. Xbox is now more keen than ever to work with Japanese studios, and the gaming giant has even facilitated Ninja Gaiden’s revival.

As such, it would not be far-fetched to expect a similar turn of events for Scalebound.

For now, Clovers and Hideki Kamiya are busy making Okami 2. Capcom is also reviving IPs like Onimusha, showing its commitment to keeping beloved IPs alive in the modern era.

What do you think about Scalebound’s potential comeback? Do you think Hideki Kamiya could realize his vision using modern hardware? Let’s discuss this in the comments and on the Tech4Gamers Forums.

Rockstar Games Acquires Video Games Deluxe, Studio Behind GTA Trilogy Definitive

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  • Rockstar Games has just announced the acquisition of Video Games Deluxe.
  • The Australian studio has previously helped Rockstar Games with GTA Trilogy Definitive Edition.
  • The studio may likely assist in the development of GTA 6. 

GTA 6 is undoubtedly the most anticipated release in the gaming industry currently. While the title is planned to be released later this year, Rockstar Games has been quiet about the release date.

Although recent reports suggest that the title may likely be playable throughout, many fans still doubt its development. Following these concerns, the studio has just announced the acquisition of Video Games Deluxe.

Why it matters: The Australian studio has a history with Rockstar Games. It helped fix the GTA Trilogy, which was the worst-reviewed game of 2021, to make it much more playable. 

GTA 6
The upcoming Grand Theft Auto title might be the industry’s saviour.

Just recently, it was officially confirmed that Rockstar Games has acquired Video Games Deluxe, the studio formed by former Rockstar employee Brendan McNamara, who has previously worked on titles like L.A. Noire. 

Take-Two has also stated in an official statement that, having worked closely with Video Games Deluxe over many years, we are excited to have them join our Australia team. Brendan McNamara has also expressed his excitement about joining Rockstar Games.

We are thrilled to be a part of Rockstar Games and to continue our efforts to make the best games possible.

GTA 6 Dynamic Weather
GTA 6 Realism Will “Blow People Away,” Says Former Rockstar Dev

Not too long ago, one of the former Rockstar Games developers claimed that GTA 6 would not be too different from GTA 5, but fans set expectations at an all-time high. Now, with the help of Video Games Deluxe, the studio can release the game in a bug-free state.

Do you think acquiring Video Games Deluxe is a great deal before the launch of GTA 6? Share your thoughts in the comments or join the Tech4Gamers forum. 

Sabrent Introduces Rocket Enterprise Level U.2/U.3 PCIe 4.0 x4 NVMe SSD With Up To 30TB Capacity

[Press Release] The Rocket Enterprise PCIe 4.0 U.2/U.3 NVMe SSD (SB-P4U2) offers enterprise-grade performance with speeds up to 7,000 MB/s read and 6,800 MB/s write. It handles intensive workloads efficiently with 4K random read/write speeds reaching 1,600K/180K IOPS and ultra-low latency. Available in capacities from 1.92TB to 30.72TB, it provides scalable storage solutions.

Built for reliability, it supports one drive write per day (DWPD), with the 30.72TB model reaching up to 56PBW endurance. Its ultra-low bit error rate (UBER < 1 sector per 10¹⁸ bits read) and 2.5 million hours MTBF ensure data integrity and long-term performance.

Sabrent Rocket Enterprise NVMe

Enterprise-grade features include end-to-end metadata protection, power loss protection, namespace support, NVMe-MI for manageability, and optional encryption for security compliance. The SSD is power-efficient, consuming 21W under load and 6W idle while maintaining consistent speeds.

It integrates seamlessly into enterprise storage infrastructures and is compatible with both U.2 and U.3 slots. Optimized for AI, application servers, and cloud computing, it enhances performance while offering high endurance and security.

With up to 30.72TB capacity, low power consumption, and advanced reliability, the Rocket Enterprise SSD is a scalable and future-proof storage solution. Check out the product page for more details.

Ex-Ubisoft Developer Says Gamers More Interested In Unique Indie Games Than AAA Titles Today

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  • A former Ubisoft developer believes indie gaming is gaining more attention from players today.
  • He states that audiences are more interested in unique experiences.
  • This, combined with the risk of AAA titles, makes the indie space more interesting for developers and players.

There is little doubt about AAA gaming’s currently unsustainable nature. Modern games take more and more time to develop, and even big successes don’t guarantee job security. On the other hand, failures almost certainly spell disaster for entire teams.

This situation has also created an interesting opportunity for indie studios. As a former Ubisoft developer notes, the gaming industry is at a crossroads.

Why it matters: Indie gaming has steadily risen to new heights, and the lackluster state of AAA gaming gives indie studios a major chance to break new ground.

Ubisoft gaming
Ubisoft Is Said To Be On The Brink Of Collapse

VGC recently spoke to former Ubisoft developers Davide Soliani and Christian Cantamessa, the former of whom worked on the Mario + Rabbids IP. On the other hand, Christain Cantamessa has worked on high-profile titles like Red Dead Redemption, and both developers have now joined forces to work on an indie project.

Discussing the decision to start a new studio, Soliani stated that the industry is at a very interesting point. He highlighted how massive investments need to be recouped in modern projects, making AAA gaming unsustainable.

Interestingly, Ubisoft itself is struggling with sustainability today, with past rumors pointing to imminent bankruptcy for the gaming giant. Soliani believes the solution could lie in a greater indie focus.

He points out that players are more interested than ever in unique experiences that break away from typical AAA trends. This is also why a platformer like Astro Bot won Game of The Year and various other awards last year.

The audience is aligning away from the more studio fare and towards the indie fare.

Mario + Rabbids
Mario + Rabbids Was Quite Popular Among Nintendo Fans

Both Davide Soliani and Christian Cantamessa are currently working on a new IP. While little is known about their next project, the team is likely to focus on delivering an experience not found in most AAA offerings today.

What are your thoughts on the developer’s comment? Do you agree that indie gaming is more interesting today? Let’s discuss this in the comments and on the Tech4Gamers Forums.

Monster Hunter Wilds Devs Say They Polished The Game ‘As Much As Possible’ Despite Major PC Issues

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  • Monster Hunter Wilds has been released to a good reception across consoles, but the same can’t be said for many PC players.
  • The game is full of performance issues, and the producer claims the developers have polished it as much as possible.
  • The comment has been met with controversy because many players are unable to enjoy the game on PC despite having good hardware.

Monster Hunter Wilds has been all the hype ever since its release, with many reviews praising the game for its highly satisfying gameplay and overhauls. While it has been performing well on consoles, the game is miserable for many PC players. 

Now, the Monster Hunter Wilds producer, Ryozo Tsujimoto, says the developers have ‘polished our game as much as possible.’ This remark implies that Capcom has already done its best on the game’s PC version. 

Why it matters: Monster Hunter Wilds producer claiming the game is polished as much as possible shows a huge disconnect between the major PC performance issues that players are facing and the developers.

monster hunter wilds
The message shared by the Monster Hunter Wilds producer has been met with a lot of controversy.

While talking to Monster Hunter Wilds fans on Twitter a few days ago, the producer clarified that Capcom has worked hard to polish the game as much as possible. The studio is also already familiar with the issues PC players are facing, as addressed in another post.

To all the Monster Hunter fans who have supported the series up until now, and to those who will be stepping into the world of Monster Hunter, we have polished our game as much as possible for you.

-Monster Hunter Wilds Producer, Ryozo Tsujimoto.

It is unclear whether the producer implies that the developers have reached a limit in optimizing Monster Hunter Wilds. However, we might see performance improvements for the PC port in later upgrades.

Monster Hunter Wilds Won't Release on Nintendo Switch
Monster Hunter Wilds was already showing signs of success months before launch.

Regardless, Digital Foundry does not recommend players with mid-range GPUs to play the game. The gameplay looks straight out of PS3 due to bad textures and is full of camera stutters and frame rate drops.

Do you think the remarks of the producer do not match up with the PC performance issues? Is the game running fine on your PC? Let us know your thoughts in the comments below, or join the discussion on the Tech4Gamers forum.

Kingdom Come Deliverance 2 Getting Official Mod Support In The Next Two Weeks

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  • Kingdom Come Deliverance 2 is set to receive official mod support within the next two weeks.
  • Warhorse Studio’s Global PR Manager confirmed custom quests are not yet possible.
  • Several mods for the game are already available which include high-quality textures, cosmetic changes, and more.

Kingdom Come Deliverance 2’s success is a calling for most AAA developers in the gaming industry. Warhorse Studio’s success story continues and shows no sign of stopping anytime soon.

With a great release, Kingdom Come Deliverance 2’s roadmap is looking just as exciting. The previously stated official modding support for the game is confirmed to be coming quite soon.

Why it matters: Mod support can drastically extend a game’s longevity, bringing several updates, including new fan-made content and more. Kingdom Come Deliverance 2 getting mod support will certainly please fans who are waiting to experiment with their favorite RPG.

kingdom come deliverance 2 roadmap
Roadmap For Kingdom Come Deliverance 2

In an interview with Tech4Gamers, Warhorse Studio’s Global PR Manager, Tobias Stolz-Zwilling, confirmed that Kingdom Come Deliverance 2 will receive official mod support in the next two weeks.

The mod support is expected to launch in the next two weeks 🙂

-Tobias Stolz-Zwilling

Talking about mod support, Tobias said that they will start slow and see where it takes them. Moreover, he also added that modders can already work with the game, but new quests aren’t possible yet.

However, the likelihood of a custom quest editor in the future is definitely on the table. Even Witcher 3 got its custom quest designer almost a decade into its release. 

Kingdom Come Deliverance 2
Warhorse Studio Wanted To Surpass Starfield’s Record

Nevertheless, the official mod support will certainly transform Kingdom Come Deliverance 2 into an even better game than it already is. 

There are already quite a few mods available for the game, which increases the game’s difficulty, cosmetic changes, high-quality textures, and more.

Are you excited about official mod support in Kingdom Come Deliverance 2? Let us know in the comments below or head towards the official Tech4Gamers Forums.

Kingdom Come Deliverance 2 Dev Believes Optimizing Games Is Better Than Relying On Upscaling Like DLSS/ FSR

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  • Warhorse Studios states that it intends to work with future upscaling technologies.
  • Despite this focus, the team will continue to focus on native optimization, believing this is the best approach.
  • This focus ensured the Kingdom Come Deliverance 2 PC port was a major success.

Kingdom Come Deliverance 2 boasts many strengths, but its PC port stands out as a major victory for the gaming industry. In an era where developers release incomplete PC versions all too often, the RPG delivers stunning visuals and performance across all platforms.

Warhorse Studios’ focus on rigorous testing and optimization was one reason the PC port turned out so polished, and the team reiterated this focus in our exclusive interview. Discussing the rise of modern upscaling technologies, Warhorse Studios states that optimization should remain at the forefront.

Why it matters: Recent games have made it all too clear that developers often rely on upscaling to do the heavy lifting and ignore optimization. This can lead to games that run poorly on weaker hardware.

Kingdom Come Deliverance 2
KCD 2 Uses The CryEngine For Its Gorgeous Visuals

We recently discussed the importance of modern upscaling with Warhorse Studios’ Tobias Stolz-Zwilling.

When asked about his thoughts on developers potentially ignoring optimization for various hardware configurations due to these technologies, Tobias Stolz-Zwilling stated that Warhose Studios has a different mindset but remains open to the future.

The developer is willing to embrace and work with such technologies, but it also believes this should not come at the expense of optimization. This philosophy is why Kingdom Come Deliverance 2 worked so well on all types of PC builds.

We decided that optimizing our game is the better solution than relying on other systems.

Moreover, he emphasized that Warhorse Studios is still working on fixes for the RPG. The team is fully dedicated to improving the experience as much as possible.

Kingdom Come Deliverance 2
KCD 2 Runs Well And Looks Great At The Same Time

Kingdom Come Deliverance 2’s success is a clear indication that other developers should follow suit. While many have resorted to using DLSS and FSR as the default optimization replacement today, teams that focus on optimization typically find the most success on both PC and consoles.

Because handheld gaming is also expected to become more popular in the future, mastering optimization across lower-end hardware will become even more critical to future releases.

What are your thoughts on the developer’s approach? Let’s discuss this in the comments and on the Tech4Gamers Forums.

Kingdom Come Deliverance 2 Developers Overwhelmed With Positive Reception Across All Platforms

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  • The team behind Kingdom Come Deliverance 2 has found itself overwhelmed by the RPG’s positive reception.
  • Warhorse Studios is pleased by the fact that reception is consistent across all platforms.
  • The developer was already cautiously optimistic, but the final outcome has been incredible for everyone involved in the game.

Kingdom Come Deliverance 2 has already become a highlight for the gaming industry this year. Whether it be the shining reviews on consoles or the rare AAA PC port that lives up to expectations, Warhorse Studios has delivered an RPG experience that fans will continue to remember for years to come.

Speaking on this success, the team recently shared its thoughts with us in an exclusive interview. According to Warhorse Studios, seeing the franchise growing has been quite overwhelming and exciting.

Why it matters: The original Kingdom Come Deliverance was already a well-received RPG, but it pales in comparison to the second game’s success since the latter has already sold over 2 million units.

Kingdom Come: Deliverance 2
KCD 2 Focuses On First-Person Action Gameplay

We recently spoke to Tobias Stolz-Zwilling, the Global PR Manager at Warhorse Studios. When asked about the team’s predictions about Kingdom Come Deliverance 2, he highlighted that everyone was cautiously optimistic but did not make any predictions about the level of success that the RPG would eventually reach.

Ultimately, the reception was so positive that the studio was overwhelmed. 

I think it is fair to say that we are definitely overwhelmed by the amazing reception.

Tobias Stolz-Zwilling also discussed the game’s positive review scores, stating that Warhorse Studios is completely satisfied with the critical reception. In fact, the team appreciates the fact that the reception is equally positive across all platforms.

Recent examples like Monster Hunter Wilds show wildly different reviews across consoles and PC, mainly due to technical problems on the latter. Kingdom Come Deliverance 2 was solid all around, making its review scores more consistent than most AAA releases.

Kingdom Come Deliverance 2
KCD 2 Delivers A Thrilling Narrative That RPG Fans Will Remember For Years To Come

A month after its release, the RPG continues to impress players with its nuanced characters, memorable narrative, and gorgeous open world. Suffice it to say, Warhorse Studios has truly outdone itself, justifying all the glory and praise coming its way.

What are your thoughts on the team’s reaction to this success? Let us know in the comments and on the Tech4Gamers Forums.

Kingdom Come: Deliverance 2’s Ambitious Script Took 6-7 Years

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  • Kingdom Come Deliverance 2 team spent 6-7 years writing the game’s script only, as confirmed by Tobias Stolz-Zwilling.
  • The global PR manager at Warhorse Studios further remarks that the writing never ends, and there are always new ideas and things to do.
  • The game’s script is the biggest in the gaming scene, with 2.2 million words. Baldur’s Gate 3 features over 2 million words in comparison.

Kingdom Come Deliverance 2 has shaped up to be one of the most significant launches in the single-player realistic RPG genre over the decades. In terms of gameplay and visual improvements, the entry has surpassed even its predecessor.

However, all this immersion is not just the result of improved incremental gameplay mechanics; the game’s writing has also played a notable role in making the RPG stand out in the sea of massive AAA releases.

Now, Tobias Stolz-Zwilling, the global PR manager at Warhorse Studios, has confirmed the years it took for Kingdom Come Deliverance 2’s script to be completed. The game’s script spans over 2.2 million words and is the biggest in the gaming industry.

Why it matters: Kingdom Come Deliverance 2 studio spent about 6 to 7 writing the game’s script, explains how it ended up with over 2.2 million words and stacks upon stacks of pages. The script is the biggest of any game so far.

Kingdom Come Deliverance 2.
Kingdom Come Deliverance 2’s script is over 2.2 million words, as Warhorse Studios confirmed in the past.

In an interview with Tech4Gamers, we asked the Warhorse Studios representative to reveal more details about Kingdom Come Deliverance 2’s beautiful and highly engaging writing. He clarified that the team took 6 to 7 years to complete the massive script.

‘6-7 years … The writing never ends. There is always ideas and things to do.’

– Tobias Stolz-Zwilling, Global PR Manager at Warhorse Studios.

To put things into perspective, only Baldur’s Gate 3 comes anywhere close with a script of about 2 million words. Tobias also adds that writing never ends, and there are ‘always ideas and things’ to pursue while writing a script. No wonder there’s so much to do in Kingdom Come Deliverance 2.

Kingdom Come Deliverance 2
Kingdom Come Deliverance 2 is well optimized partly due to the Xbox Series S, expresses developer.

The protagonist, Henry’s voice actor, Tom McKay, also previously added that he spent over 500 hours in the booth. According to a forum post on game dev, this span of time equates to over 150 hours’ worth of in-game dialogue

Do you think Kingdom Come Deliverance 2’s script has turned the sequel into one of the most compelling gaming stories yet, or was it just too big of an ambition? Let us know your thoughts in the comments below, or join the discussion on the Tech4Gamers forum.

Kingdom Come Deliverance 2 Next Patch Has ‘Over 1000 Bug Fixes and 5 Months of Work’ in It

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  • Kingdom Come Deliverance 2’s next patch will bring huge improvements and changes. 
  • The update will include over 1000 bug fixes and 5 months worth of work. 
  • Despite not having any major flaws, devs are continuing to improve the title. 

Kingdom Come Deliverance 2 is unarguably one of this year’s best releases. Just shy of hitting a 90 on Metacritic, the sequel has impressed almost everybody. While both the PC and console versions are well-optimized, the devs are continuing to put in the work. 

Warhorse Studios says that the next patch for Kingdom Come Deliverance 2 will be hugefeaturing over 1,000 bug fixes and five months of work, all combined into a single update.  

Why it matters: The game has been a huge hit already selling over 2 million copies, so it’s really good to see that the devs are continuing to support it with massive updates. 

Kingdom Come Deliverance 2
Kingdom Come Deliverance 2 has several frustrating bugs that will be fixed in the next patch.

In an interview with Tech4Gamers, we asked Tobias Stolz-Zwilling, Global PR Manager at Warhorse Studios, about the title’s future. Tobias revealed that big things are planned for the title, and the next patch will bring over 1,000 bug fixes. 

The next patch has over 5 months of work in it and over 1000 bug fixes… so yeah… we are working hard 🙂

-Tobias Stolz-Zwilling

Now, while the game is quite polished, it does have a few bugs. For instance, at times, parry doesn’t work, some sketches don’t show, some other audio and dialogue issues, and more can be frustrating to the overall great experience. 

Kingdom Come Deliverance 2
The title has been a great success for Warhorse Studios.

Moreover, Tobias also mentions that the patch consists of over 5 months of work, so we can expect some new content and plenty of other fixes and changes as well. All in all, Warhorse is taking success quite seriously and continuing to improve on it. 

What are your thoughts on the next Kingdom Come: Deliverance 2 patch bringing in over 1000 bug fixes and 5 months of work? Let us know your opinions in the comments or join the discussion at the official Tech4Gamers Forum.

Kingdome Come Deliverance 2 Interview – Warhorse Studios on Mod Support, Upcoming Patch, and What’s Next

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  • Warhorse Studios is planning to release the official mod support for Kingdom Come Deliverance 2 in the next two weeks.
  • The developers chose to continue using their customized CryEngine instead of Unreal Engine 5, believing it best suits their needs.
  • The developers aimed to make KCD2 more accessible than the first game by improving mechanics and reducing bugs without altering the core gameplay.
  • A large patch with over 1000 bug fixes is in development.

Kingdom Come: Deliverance 2 has been a huge hit, showing that story-focused, historically grounded RPGs still matter in today’s gaming world. With its rich world, fascinating mechanics, and optimized performance, the game has won over both players and critics.

To dive deeper into the studio’s vision, challenges, and what’s next, we talked to Tobias Stolz-Zwilling, Global PR Manager at Warhorse Studios.

In our conversation, we covered a range of topics, from Warhorse Studios’ views on upscaling tech and their choice to keep using CryEngine to the future of single-player RPGs in a time when live-service games are everywhere.

Tobias also gave us a behind-the-scenes look at the game’s development, shared thoughts on the possibility of Kingdom Come 3, and discussed upcoming updates and mod support for players.

Kingdom Come Deliverance 2
Kingdom Come Deliverance 2 recouped its budget within a day of its launch.
With the success of KCD2, are there plans for a third installment, or will the studio explore new IPs?

Tobias: Let’s see what the future brings. Right now, we are only focusing on KCD2 and its DLCs

Xbox has recently shifted its strategy to focus on a multiplatform approach, bringing its exclusives to other consoles. As a developer whose game is available on multiple platforms, how do you view this shift?

Tobias: I guess that is a strategic decision of Microsoft. But from a purely consumer perspective it seems great to be able to play all games, no matter what platform I own.

Do you think it benefits the industry and players, or do you see potential challenges for developers in this new landscape?

Tobias: Developers already have to develop on all platforms at once unless you are an exclusive studio. So for us, for instance, nothing would change.

Modern games are becoming increasingly demanding on hardware, and many developers rely on upscaling technologies like DLSS and FSR instead of optimizing their games for lower-end systems. What are your thoughts on this strategy and upscaling tech in general?

Tobias: We are not standing in the way of technology and progress. But for us we decided that optimizing our game is the better solution than relying on other systems. And yet the work hasn’t stopped yet and fixes and patches are still coming.

Warhorse Studios decided to stick with CryEngine for KCD2 as opposed to Unreal Engine 5. What are your thoughts on the industry’s widespread adoption of UE5?

Tobias: The grass is always greener on the other side of the fence.. We found our engine in our own inhouse version of the CryEngine that we are adjusting to our needs. And again I believe we pushed it to new limits.

KCD2 was made on a fairly modest budget in an era where many AAA titles have excessive budgets. How did you keep costs low without compromising on the impressive production values?

Tobias: Effective work, and not headless spendings on agencies :). But jokes aside, of course, it is generally cheaper to produce anything in the Czech Republic than in the States, for instance.

Despite the current focus on live service and monetization, KCD 2’s success has shown the value of solid single-player titles. Do you think single-player games will eventually become the center of attention again as these recent trends die down?

Tobias: I certainly hope so. Video games often get messy when people in ties get involved.

Kingdom Come Deliverance 2 focuses on advanced and realistic mechanics, so there are no difficulty modes. However, have the developers considered making the game more welcoming for casual and new players in any upcoming updates?

Tobias: Well, in a way. But also not. Generally, we tried really hard to make KCD2 more accessible than KCD1 while staying true to its roots. KCD1 had its fair share of bugs and clunky mechanics so we wanted to smooth these out to simply offer a better experience. The combat, for instance, is still, on its basis, the same combat as in the first game, but a change in the movement sets and generally more animations make it feel much more streamlined and user-friendlier.

How much did Warhorse Studios predict KCD2 would sell during its first week? Was it expected that the project would recoup costs a day after launch?

Tobias: We didn’t do any predictions like that. I mean, we were optimistic that we have a great product on hand, but we were carefully optimistic :). So the success was not a surprise, but also not a given. I think it is fair to say that we are definitely overwhelmed by the amazing reception.

While the game is mostly bug-free and an optimized experience, many fans are asking for hotfixes to deal with tons of glitches and broken quests, such as 'Invaders' and ‘Tournament.’ When can we expect patches to start flowing in?

Tobias: The next patch has over 5 months of work in it and over 1000 bug fixes… so yeah… we are working hard 🙂

Since KCD2 is getting official modding support, just how much will it allow modders to change and tweak? Elder Scrolls- level of modding support in the future?

Tobias: We will start slow and then see where everything goes. Modders can already work with the game, but new quests, for instance, are not possible yet.

When can we expect to see official mod support in the game? Would you give us any time frames or release windows? The roadmap for 2025 does not mention it in any capacity, so we suspect 2026.

Tobias: In the next 2 weeks 🙂

Does Warhorse only intend to work on the realistic RPG genre next? Or can we expect the studio to branch towards more hack-and-slash and action RPG-styled experiences?

Tobias: Well, Audentes Fortuna Iuvat, let’s see what the future brings.

The studio director, Daniel Vavra, previously stated that video games often don’t feature great stories despite being more developed than movies as products. Why do you think that is so? Is there a lack of good writers in the industry?

Tobias: I don’t think so. There could be various reasons, and there is definitely no easy answer to it. If there would be, then we wouldn’t be in this situation.

What do you think contributes to the longevity of a game? The Kingdom Come games can go on for decades.

Tobias: Again, this is a case-by-case thing. In our game the fact that you can solve most quests in multiple ways helps a lot in replayability but also in this “I am crafting my own story” feeling. Also, mods can help a lot, so we are curious to see what people come up with.

Is Warhorse Studios satisfied with the review score of KCD2?

Tobias: Absolutely. And what is more important than that is that the score is pretty much the same on all platforms.

KCD2 writing was purely beautiful. Can you tell us how much time it took to write the script?

Tobias: 6-7 years … the writing never ends. There are always ideas and things to do.

Is there any possibility that Kingdom Come: Deliverance will expand as an IP beyond the video game?

Tobias: Absolutely. We are already working on a project called Kingdom Come: Deliverance LIVE, where we will expand the gaming experience into the real world.

Kingdom Come: Deliverance 2 has gone above and beyond, offering a stellar RPG experience rooted in history. Warhorse Studios’ focus on the game’s optimization, meaningful player choices, and authentic storytelling makes the game stand out in an industry often dominated by RPGs.

From its polished gameplay to its dedication to single-player experiences, the team clearly prioritizes quality over quick fixes. With ongoing support through updates, DLCs, and future modding tools, Kingdom Come Deliverance 2 has a bright future ahead.

A big thank you to Tobias Stolz-Zwilling for sharing insights into the game’s development, Warhorse Studios’ approach, and what’s coming next. It’s inspiring to see a studio so committed to its vision, and we’re excited to see what they do next—whether it’s a new historical RPG, more content for KCD2, or something completely different. 

Ruckus Games Interview – A Closer Look At Their Genre-Defying Multiplayer Project

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  • Ruckus Games aims to create original games by blending experienced development with a focus on player enjoyment rather than just following trends.
  • While drawing on their Borderlands experience, the team is pursuing new creative directions.
  • Their new game is a “love letter” to the developers’ Midwestern childhoods, aiming to blend ordinary, suburban settings with fantastical elements.

We recently spoke with Ruckus Games about their new project and the vision driving their studio. Led by experienced developers who’ve worked on big games like Borderlands, Ruckus Games is entering a competitive industry where many new studios face challenges.

Co-founder Scott Kester and Game Designer Keith Schuler explained how the team tackles this with a mix of creativity, experience, and a clear sense of what players enjoy. Instead of following trends blindly, they’re focused on creating something original while keeping the market in mind.

We also talked about how their past work shapes their new game. While fans of Borderlands might notice some familiar touches, Ruckus Games is exploring new ideas, like a more interactive world and a setting inspired by their Midwestern childhoods.

The game’s unique appeal comes from the concept of blending everyday life with the extraordinary—like imagining a dragon at a local gas station. With a talented team and a fresh approach, Ruckus Games is working on something exciting, and from what they’ve shared, it seems they’re heading in the right direction.

Ruckus Games
Former Borderlands developers set their eyes on a new project, but with same passion.
As we know, there’s this trend of veteran industry developers opening new studios, only for them to shut down in the next few years—with some not even releasing a single game; an example would be Humanoid Origin.
Most of these unfortunate closures happen due to a lack of funding or other similar circumstances. Were these massive risks considered during the creation of ruckus games to ensure long-term success against established studios in the industry?

Scott: If I go down the lexicon of all the things that I love; games, films, books, every single one of those people went out on a limb and started something that no one believed they could do, but they did it anyways. They created new standards, pushed the boundaries and limits of the time. I think that it is so important to say to ourselves, “We can do that, we can build the new things that inspire the next generation.”. I think that’s the way our society evolves, how the world continues to get fresh content.

All of us here are late in our careers, so we’ve worked for other people for a long time. When we were doing that, you know, we often had the thought of, “How would we run a company? How would we do things differently?”. Then when we were on our own, we had to be very smart and have a clear vision, we’re not just pursuing our dream blindly. We wanted to create not only the game that we ourselves want to play, but we also had to be very cognizant of what the market wants and be able to be flexible and adapt.

To do that, we had to look at our strengths and what we knew we had done well in our past work, and we took those things and figured out a way to organize in a more creative way that allows us to create something fresh and new.

You both hold such a massive portfolio of excellent works, especially Borderlands games. How much of Ruckus Games’ upcoming title will include elements from the Borderlands franchise?

Scott: I’d like to say we designed some pretty cool environments and characters and made some pretty iconic things throughout that. Those are things that you learn from and get better at. We’re taking all those lessons but doing something new with it, going in a different direction.

I’ll always be proud of what we created in Borderlands, but I always want to be even more proud of the next thing I do, so we take those learnings, experiences, and lessons and we improve and grow, and I think that is something I’m excited for players to see.

We know players can smash objects and props around the map, but how much of the map would have physics? Like in Fortnite, you can pretty much mine and change everything; will the environment be the same in Ruckus Games’ upcoming entry?

Scott: There’s a lot of things you can interact with, a lot more than I think people will expect, given some of the history of the things that we’ve made in the past. There’s a crafting element to our game, so there’s a lot of objects that you can find that you can add together to make new things that can influence the environment in diverse ways. I think this is a lot more of a dynamic game compared to some of the other games that I’ve worked on that had a little more of a static landscape.

Keith, your contributions at Gearbox helped bring iconic elements of Borderlands to life. Are there any specific mechanics or features you were most proud to have worked on, and how did they push the boundaries of what you thought was possible at the time?

Keith: The contributions that we made to previous games, whether that’s elements of design, the way we keep players in mind when we’re designing, or the sense of humor. When you think of Borderlands, you think of humor, but I don’t think of the humor that’s outward facing like the writing or in the voice acting or things like that. I think of the humor that’s baked into the game itself.

You know, what was funny or fun that happened? We’re always looking for the humor in things, but we’re also always looking for the fun in things. There were plenty of times at Gearbox when Scott and I would be in meetings talking about game features and systems, and you riff off each other and get off topic, but there are times when that is actually a useful exercise, and things get added into the game from it. So, that kind of process and attitude, we can’t help but bring that forward because that’s the people we are.

Scott, you played a pivotal role in shaping Borderlands’ iconic visual style, transitioning it from its original, realistic look to something bold and stylized. Can you share how that shift came about and how those experiences influenced your artistic vision at Ruckus Games?

Scott: What Borderlands came into, I don’t want to say, is an art style shift because the base of what Borderlands was was a cool foundation. It wasn’t just visual; there was also design and writing, and a lot of things got a little breath of fresh air. It wasn’t just me, obviously. There were a lot of talented artists and different branches of development involved.

Carl Shedd, World Director at Ruckus Games, he was focused on the environment, where I was focused more on the character side. Kevin Penrod, Character Art Director at Ruckus Games, I think the first heads he made were TC Baja and Krazy Earl, who were the first characters that I had created.

I saw a little environment vignette. So, I started drawing characters at night, and I brought them in and immediately got pulled from UI and put on concept art. And I just dug in, you know? I dug in with many talented people around me, and we just went to town. It felt like a very punk rock thing. It was like every other day somebody was doing something kind of avant-garde. It was extremely exciting, and all of us fed off of each other creatively, and I feel that here at Ruckus as well.

You’re teasing a suburban setting for your upcoming game. What inspired that choice, and how do you plan to make it stand out in a genre often dominated by fantastical or futuristic settings?

Scott: I’m very excited to answer this question because this entire game, for myself and a lot of us, is a love letter to our childhood. A love letter to the places we grew up in the Midwest. We grew up in these areas that are kind of rural, kind of boring, not that interesting, but I think that’s why it’s so cool.

As a child, when you grew up in a space like that, you had to make it exciting, right? It almost feels like fantasy in that aspect of the latchkey child’s fantasy. When you’re living in suburban neighborhoods, you imagine big, fantastical things that come to your mundane hometown and shake things up. So, you’re looking in the cornfield and asking yourself, “if I run through there right now, what if I run into an alien or something?” And what this game does for me is it brings me back to that feeling, and it brings back a bit of this childhood wonder of what’s outside.

Average people in smaller Midwestern towns that have to deal with these wildly crazy significant phenomena is very cool, because when you have an amazing environment and an amazing thing happens, it all kind of becomes normalized. The big mythical dragon next to the castle makes sense. But when you take a mythical dragon, and you put it on your corner store gas station, it’s like, Holy crap, that’s really inspiring now.

I love the idea of locations and places that are kind of mundane because our characters, what they’re building, what they’re doing and fighting are not mundane. There are these things that become overly exciting, it grounds us, and it makes us understand that I’m not a superhero or a brand name character that can do anything. I’m underpowered, underground, and in a situation where I can take that out.

So, we feel like having something that’s set in a little different time than now, in a place that’s not crazy exciting, becomes something that’s an interesting destination that a lot of games don’t give you the opportunity to explore.

Ruckus Games
Ruckus Games’ new title will be more than just a shooter.

Ruckus Games is shaking things up in the gaming world. They combine their experience with fresh ideas to create something truly one-of-a-kind. Their new game isn’t just another shooter—it’s a passion project filled with nostalgia and a drive to try something different.

The team is building a unique experience by featuring a lively world, interactive settings, and a backdrop inspired by their own childhoods. While their work on Borderlands set the stage, they’re now focused on taking things further and surprising players with something entirely new.

Ruckus Games might deliver something extraordinary if their vision comes together as planned.