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Within my first hour of playing
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Kingdom Come Deliverance, I was beaten up by the town drunk.
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By the end of the almost 70 hours I spent with it,
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I was sizing up a trio of bandits with a smirk on my real -life face, knowing even together they were no match for my steel
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and the extensive training I'd received under some of the toughest knights in this beautifully recreated medieval land.
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This wasn't merely a change in stats and equipment it.
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Without a single spell or magic sword,
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Kingdom Come gave me the abundantly satisfying feeling of transforming from a doe -eyed scrub to a stone -cold killer.
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Bucking the trend of heroic, world -saving RPG quests, Kingdom Come's refreshingly small -scale tale of tribulation
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and betrayal shines brightest in the little ways it sells the fantasy of living in the late Middle Ages.
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Not only are there survival mechanics that track hunger and fatigue, but clothes accumulate wear and trail dust as you traipse through the wilderness,
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leaving nobles less than impressed with your scruffiness.
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Keeping relatively clean isn't a chore,
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because bathhouses are easy to find and you can always dunk your head in the nearest trough of water in a pinch.
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The large chunk of wooded medieval bohemia shows significant attention to detail
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and is filled with little historical touches that help it feel like a real place.
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Towns, farms, and logging camps are laid out with a strong internal logic and built on a scale that makes sense,
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as opposed to the standard RPG city in a game like Skyrim that's designed to feel large but really isn't.
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Plus, walking or riding through the world is blissfully load screen free unless you fast travel.
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The story is gritty, engrossing, and complex, though its cutscenes can get excessively long -winded,
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and its portrayal of medieval life falls back on some older stereotypes and misconceptions in a couple of places.
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The standout quest was a human moment, a Sunday mass in which I had to recite a sermon inspired by contemporary
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Czech church reformer
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Jan Hus, because I'd gone on a drunken bender with the local parish priest the night before, and he was too hungover to do it himself.
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I laughed the whole way through
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and it was a nice bit of well -written levity among the often brutal and unpleasant business of medieval life in wartime.
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I say to you in the words of Jan Hus, He who knows much, let him speak much.
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He who knows little, let him speak little.
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The fantasy breaks down a bit too frequently under the weight of bugs, though.
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Some are of the goofy sort you'd expect from a new open -world game of this size,
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but others got in the way of gameplay in significant ways.
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Staircases will sometimes randomly decide you shall not pass, and moving between areas of different elevation in general isn't particularly smooth.
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Worse, a handful of quests in the second and third acts had either broken triggers or missing quest markers,
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sometimes requiring me to load a save I made an hour or more earlier to avoid them.
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That's not unusual for a big RPG that just came out,
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but it's exacerbated by the fact that just about the only ways to save are drinking a rare,
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expensive type of alcohol or sleeping at an inn or brothel.
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To Kingdom Come's credit, the actors, scenery, and textures do look fantastic on the highest detail level,
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but unless you have an extremely beefy system you probably won't be able to enjoy it that way.
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To maintain a stable frame rate in all situations,
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I had to turn down the graphics settings to the point where level of detail pop in was distracting.
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My GTX 1070 powered PC can run the Witcher 3 with everything cranked up, so this was a little bit surprising.
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Luckily, the combat behind it all feels kinetic, precise, and polished.
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There is a significant learning curve as you figure out its complex directional attacks and deliberate stamina management,
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but I found it to be a lot of fun the more I got the hang of it.
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Warhorse's designers have struck the right balance between realism and practicality.
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Scrapping with swords, maces, axes, or pull arms has a nice tempo and rewards technical skill, quick thinking, and most of all, patience.
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Over time, my character became a force to be reckoned with because I mastered the systems, not necessarily because my strength stat kept increasing.
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I never got any good at the fiddly archery system, but thankfully I was never forced to.
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There's a shining suit of mail underneath
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Kingdom Come Deliverance's authentically medieval grind.
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Strong characters and storytelling, one of my favorite first -person melee combat systems ever,
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and special attention given to building moment -to -moment immersion came together as a mighty alloy that ranks among the most unique,
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memorable RPGs I've played in years.
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While a lack of technical polish occasionally caused me a good
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deal of frustration having to replay areas due to a bug or poorly communicated quest objective, it's the kind of adventure I didn't hate replaying.
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For more on Kingdom Come Deliverance, check out the first 26 minutes of gameplay and a battle against three bandits at once.
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And for everything else, stick with IGN.

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Vocabolario e note di pronuncia per questa lezione

Questa lezione di conversazione si basa sul video “Kingdom Come: Deliverance Review”. Le parole che ritornano più spesso: Kingdom, medieval, quest, Rpg. Questo video contiene 58 frasi e 889 parole da ripetere con lo shadowing. Il parlato dura 4:53. Chi parla va veloce, circa 182 parole al minuto: aspettati suoni legati e ridotti. Solo il 73% delle parole rientra nelle 3.000 più comuni dell’inglese, quindi il lessico è impegnativo.

Vocaboli chiave di questo video

15 parole del video che vale la pena imparare, con pronuncia e significato:

ParolaPronunciaSignificato
quest sostantivo/kwɛst/missione, impresa
medieval aggettivo/mɪdˈi.vəl/medievale
sword sostantivo/soɹd/spada, brando
polish verbo/ˈpɑ.lɪʃ/lucidare, levigare
shine verbo/ʃaɪn/brillare, splendere
gameplay sostantivo/ˈɡeɪmˌpleɪ/giocabilità
necessarily avverbio/ˌnɛs.əˈsɛɹ.ə.li/necessariamente, a tutti i costi
stable sostantivo/ˈsteɪ.bəl/stalla, scuderia
killer sostantivo/ˈkɪlɚ/assassino, assassina
adventure sostantivo/ədˈvɛn.t͡ʃə/avventura
trail sostantivo/tɹeɪl/strascico, traccia
unusual aggettivo/ʌnˈjuːʒ(u)əl/insolito, particolare
rank sostantivo/ˈɹæŋk/traversa
designer sostantivo/dɪˈzaɪnɚ/designer, progettista
skill sostantivo/skɪl/abilità, capacità

I phrasal verb che sentirai

ParolaSignificato
check out verboinvestigare
figure out verboscoprire, rendersi conto
turn down verborifiutare

La grammatica di questo video

Le strutture che chi parla usa di più, con le parole esatte del video:

StrutturaNel video
Forma passiva be + participio passato — conta ciò che accade, non chi lo fawas beaten · is filled · are laid
Present perfect have/has + participio passato — un’azione passata che conta ancora adessohave struck · I've played

Pronuncia a cui fare attenzione

Chi parla usa 10 contrazioni e forme ridotte, come isn't, I'd, didn't. Pronunciale nella forma breve, così come le senti.

  • I suoni “th”: smooth /smuːð/, underneath /ˌʌndɚˈniθ/, bathhouse /ˈbæθˌhaʊs/, brothel /ˈbɹɔθəl/, trough /tɹɔθ/
  • I suoni “sh” e “zh”: polish /ˈpɑ.lɪʃ/, shine /ʃaɪn/, unusual /ʌnˈjuːʒ(u)əl/, occasionally /əˈkeɪʒənəli/, patience /ˈpeɪ̯.ʃəns/
  • Parole lunghe — attenzione all’accento: necessarily /ˌnɛs.əˈsɛɹ.ə.li/, unusual /ʌnˈjuːʒ(u)əl/, occasionally /əˈkeɪʒənəli/, communicate /kəˈmjuːnɪkeɪt/, beautifully /ˈbju.tɪ.fə.li/

I suoni difficili per chi parla italiano:

  • /h/ — va soffiata, non è muta: handful /ˈhæn(d)fʊl/, hunger /ˈhʌŋɡɚ/, heroic /hɪˈɹoʊ.ɪk/, bathhouse /ˈbæθˌhaʊs/, hungover /hʌŋˈoʊvɚ/
  • Consonante finale — senza aggiungere una vocale dopo: quest /kwɛst/, sword /soɹd/, polish /ˈpɑ.lɪʃ/, rank /ˈɹæŋk/, dust /dʌst/
  • /æ/ — più aperta della “e”: rank /ˈɹæŋk/, graphics /ˈɡɹæfɪks/, handful /ˈhæn(d)fʊl/, transform /tɹænsˈfɔɹm/, satisfy /ˈsætɪsfaɪ/

Come esercitarsi con questo video

  1. Ascolta tutto il video una volta senza parlare e annota le parole che non conosci.
  2. Inizia a velocità 0,75×, fai shadowing frase per frase e torna alla velocità normale quando diventa facile.
  3. Registrati e confronta con l’originale, facendo attenzione a parole come quest, medieval, sword.

Cos'è la tecnica dello Shadowing?

Shadowing è una tecnica di apprendimento delle lingue supportata da studi scientifici, originariamente sviluppata per la formazione dei traduttori professionisti e resa popolare dal poliglotta Dr. Alexander Arguelles. Il metodo è semplice ma potente: ascolti un audio in inglese di madrelingua e lo ripeti immediatamente ad alta voce — come un'ombra che segue il parlante con un ritardo di solo 1–2 secondi. A differenza dell'ascolto passivo o degli esercizi di grammatica, lo shadowing costringe il tuo cervello e i muscoli della bocca a elaborare e riprodurre simultaneamente i modelli di discorso reale. La ricerca dimostra che migliora significativamente la precisione della pronuncia, l'intonazione, il ritmo, il discorso connesso, la comprensione dell'ascolto e la fluidità del parlato — rendendolo uno dei metodi più efficaci per la preparazione alla prova di speaking dell'IELTS e per la comunicazione reale in inglese.

Tecnica dello shadowing: leggi la guida completa passo dopo passo →