The Blood of Dawnwalker, developed by Rebel Wolves and helmed by The Witcher 3: Wild Hunt director Konrad Tomaszkiewicz, is drawing clear comparisons to its predecessor. However, the studio aims to build upon and innovate within the narrative RPG genre, as demonstrated in a recent hands-on preview. Senior quest designer Patryk Fijalkowski noted that the team embraces the comparisons, with Tomaszkiewicz’s directorial inclinations shaping the game’s direction.
The game is set in the fictional 14th-century kingdom of Vale Sangora, where an ancient vampire named Brencis rules and enforces a "blood tax" on the populace. Players step into the role of Coen, a young man thrust into hardship after his mother falls ill. The initial hours of the game focus on a narrative-heavy introduction, establishing Coen's personal struggles and the oppressive atmosphere of the kingdom.
According to Fijalkowski, a comprehensive lore bible created by writer Jaco Tramowicz provides a deep history for the game's vampiric elements, extending far beyond the 14th-century setting. This rich background is intended to make the world feel expansive and significant. Coen himself is presented as a defined protagonist with a moral compass, yet with flexibility for player choices, a characteristic supported by strong voice acting.
A standout feature is the game’s time limit system, which influences the entire structure. Performing quests, engaging in side activities, or investing in skills advances time. While this can lead to quests becoming unavailable, the game is designed to adapt rather than present fail states. Crucially, time only progresses through player decisions, meaning exploration can be conducted at leisure without an ever-present countdown.
This system adds significant weight to narrative choices, a core element of the game. The demo showcased how different player decisions could lead to drastically different quest outcomes and plot developments. For instance, one player might uncover a quest about a graverobber revealing local resistance, while another might focus on restoring a tapestry that ultimately honors the vampires. Even preparing medicine for Coen's mother requires careful attention to in-game recipes, with incorrect preparation potentially impacting subsequent events.
The initial portion of the game culminates in a blood ritual that, based on player choices, results in Coen’s mother being killed or kidnapped. Following this, Coen is turned into a vampire and given 33 days to save his family, at which point players are released into the open world. The time system remains central, guiding players in developing Coen's new powers and recruiting allies to confront Brencis. Notably, the narrative will continue even if Coen fails to save his family.
The day-night cycle is intrinsically linked to the time system. Coen's capabilities and interactions change dramatically between day and night. At night, his vampiric powers, such as Shadowstep for short-distance teleportation and draining enemies for health, become available. The "Blood Craving" system introduces a risk where low health at night can force Coen to feed on nearby humans, potentially including allies, with significant narrative consequences.
Environment artist Adam Payet highlighted the development challenges associated with such player agency, comparing it to the development of Dark Souls DLC, where certain choices might lock players out of substantial content. This malleability, however, is seen as a strength, allowing for unique player experiences.
Combat in The Blood of Dawnwalker is described as reminiscent of the first Witcher game, emphasizing combos and timing, but also incorporates a directional attack and parry system similar to For Honor, though this can be disabled. As players progress and unlock abilities and weapons, combat evolves. Daytime abilities might include temporarily blinding enemies, while nighttime combat allows for powerful vampiric attacks.
The duality of Coen's human and vampiric nature is central to both the gameplay and the narrative. Players must adapt their playstyle based on the time of day and Coen's evolving identity. This juxtaposition of dual natures is described by Fijalkowski as the core idea from which the game sprouted.
While The Blood of Dawnwalker presents an ambitious scope and innovative ideas, questions remain regarding the long-term engagement of its combat, the actual demand of the time limit system, and how the game will balance narrative variance with consistent story weight. Nevertheless, it represents a notable effort to innovate upon the formula popularized by The Witcher 3.