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The Blood of Dawnwalker - Fantasy ARPG from ex-CD Projekt RED developers

Thalstarion

Educated
Joined
Jul 27, 2024
Messages
321
Almost certainly difficult to work with and a risk to a newly formed company due to many people seeing the simple presence of trans people as a red flag now.

It's a sexual fetish turned into a lifestyle at the end of the day, so it's also just creepy to have to deal with especially when they start desiring attention.
 

Cat Dude

Savant
Joined
Nov 5, 2018
Messages
510
Even if you're not a huge fan of JRPGS, you could at least give them kudos to their unique looking worlds and styles. Ok sure, even someone like me is going to feel a bit tired toward the whole "spiky haired kid with huge sword saves world" bit but at least. World Ends With You had a graffiti art style and mixed in pop music, dance and fashion with it's monster slaying. Meanwhile the Shin Megami series blended monster and religious lore in a modern setting where characters used swords, fists and shotguns to save the world. Hell you get insane variety with the Mario RPGs which ranged from going around the worlds of Mario to fighting INSIDE Bowser. They even had cow boy JRPG.
 

Infinitron

I post news
Patron
Staff Member
Joined
Jan 28, 2011
Messages
100,239
Enjoy the Revolution! Another revolution around the sun that is. Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
https://www.pcgamer.com/games/rpg/t...in-videogames-we-will-see-how-people-like-it/

The Witcher 3's director says he has designed his new vampire RPG to explore 'something in pop culture that nobody yet has done' in videogames: 'We will see how people like it'​

A new type of hero

For PC Gamer magazine's upcoming The Blood of Dawnwalker issue I spoke directly to Konrad Tomaszkiewicz, the developer who is right now best known for being the game director on the legendary fantasy RPG, The Witcher 3: Wild Hunt. Fast forward to 2025, and Tomaszkiewicz is now founder and leader of Rebel Wolves, his own new game studio, as well as director on its vampire-filled debut game.

After explaining why he left CDPR to bring this new dark fantasy RPG to fruition, Konrad then elaborated on why he cast Coen, a half human half vampire, as the protagonist of the game's story.

“I felt that I wanted to do a game which would not be a game about, like, a normal, let’s say superhero, which we know from Marvel movies," says Tomaszkiewicz. "It’s hard to do those stories because you are [just] stronger and stronger and stronger. [So] I searched for an idea for the hero, which would be near the ground—or grounded—and needed to solve things in a different way. But, also, I wanted to give some kind of superhero to the players.

"That’s why I designed a protagonist who, in the day, is a human, with all the weaknesses of a human being. [However], at night, you are a vampire, which is stronger and faster, and you have better abilities and supernatural skills. It’s somehow interesting, this duality of the hero, which we know from Doctor Jekyll and Mr Hyde, for example. It’s something in pop culture that is well known and wasn’t yet explored in games. It gives you a different layer to those non-realities, and I think it would be quite interesting because nobody yet has done that. And we will see how people will like it.”

Concept art showing a vampire dressed in a long black dress from Rebel Wolves' new dark fantasy RPG, The Blood of Dawnwalker.

Concept art showing one of the vampire antagonists that Coen will have to fight in The Blood of Dawnwalker. (Image credit: Rebel Wolves)

These two sides of Coen, human during the day and vampire at night, play directly into The Blood of Dawnwalker's novel 'time as a resource' mechanic, which sees the game's in-game clock advance every time Coen completes a quest or task. This passage of time means that gamers controlling Coen will have to choose what they are going to do in a given period of time and, as a result, what they're not going to do, with Coen unable to be everywhere all at once. Combine this with Rebel Wolves 'narrative sandbox' approach to crafting The Blood of Dawnwalker, where quests, characters and actions/inactions interconnect, and an ability for each gamer to craft their own unique cinematic gaming experience comes to fore.

From my point of view as a huge fan of The Witcher 3, as well as a host of other mature, complex and challenging fantasy RPG games, I love the idea that every decision I make will have an impact on Coen's story, and potentially determine whether he will be successful in fighting The Blood of Dawnwalker's antagonist vampire clique and save his family from their grasp. One of the things that disappoints me most in RPGs is when I'm given choices but then, usually almost immediately, they are shown to be nothing more than an illusion, with me railroaded into a set narrative. I want my actions to matter, damnit, and it feels right now at least like this game is going to deliver on that to a degree not yet seen in gaming.
 

Cross

Arcane
Joined
Oct 14, 2017
Messages
3,059
"That’s why I designed a protagonist who, in the day, is a human, with all the weaknesses of a human being. [However], at night, you are a vampire, which is stronger and faster, and you have better abilities and supernatural skills.
So...no weaknesses then? An actual vampire could not survive in daylight.

It would've made for a more interesting game if instead of a hybrid human/vampire you were a true vampire and had to hide during the day. You'd have to plan your night excursions to have enough time to make it back to your hideout before sunrise. Or you might find an impromptu hideout in a cave or a cemetary. Or you could have dialogue choices that let you convince an NPC to invite you into his home, then feed on him and hide in his house during the day.

Not that I was expecting anything interesting gameplay-wise from this. They've all but confirmed it's going to be a Witcher 3 reskin.
 

Zombra

An iron rock in the river of blood and evil
Patron
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11,914
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Black Goat Woods !@#*%&^
Make the Codex Great Again! RPG Wokedex Strap Yourselves In Codex Year of the Donut Codex+ Now Streaming! Enjoy the Revolution! Another revolution around the sun that is. Serpent in the Staglands Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Steve gets a Kidney but I don't even get a tag. I'm very into cock and ball torture I helped put crap in Monomyth
So...no weaknesses then? An actual vampire could not survive in daylight.
Did you miss the title of the game?

Nothing wrong with a time management game but that's obviously not what they wanted to make. You could just as easily say wouldn't it be fun if instead of this they made a 2D platformer.
 

Infinitron

I post news
Patron
Staff Member
Joined
Jan 28, 2011
Messages
100,239
Enjoy the Revolution! Another revolution around the sun that is. Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
https://www.pcgamer.com/games/rpg/t...the-core-of-it-is-maximising-players-freedom/

The Blood of Dawnwalker's creative director explains how the RPG's narrative sandbox works: 'the core of it is maximising players' freedom'​

Evolving the fantasy RPG at its core

I traveled to Rebel Wolves recently to speak to key developers about its debut RPG, The Blood of Dawnwalker, which promises a dark fantasy cinematic adventure involving vampires deep within the Carpathian Mountains.

As well as speaking to the game's director, Konrad Tomaszkiewicz, the man who directed the now legendary fantasy RPG, The Witcher 3: Wild Hunt, about why he left CDPR and why he decided to cast a half human half vampire as the game's protagonist, I also spoke to the game's design director, Daniel Sadowski about the game's unique 'time as a resource' mechanic and creative director Mateusz Tomaszkiewicz about the studio's 'narrative sandbox' approach to game design.

“So narrative sandbox refers to the way we craft our content,” says Mateusz. “It’s how we allow you, the player, to interact with it. So the core of it is maximising players’ agency and freedom of choice, while, at the same time delivering the high-quality narratives that we are known for crafting in the past. Dawnwalker is not going to be a game where it’s a pure sandbox, where you’re just focusing on the gameplay. We do want you to experience these moments with the world of the characters, and the emotions that these situations can evoke, and so on, and so forth. But, at the same time you are looking for ways of maximising freedom as you do.

"Narrative sandbox informs not only the main quest—it also informs all the other types of content that we have. We are trying to make tie-ins from these. You know, you might encounter seemingly inconsequential, smaller activities of the world, but we are trying to make them tie into this main narrative. It kind of feels like a synergetic approach where all this content helps each other to be this cohesive whole. It’s not like there is the main story, and there are just sidequests that are unrelated to it. All of it kind of overlaps a little bit, if that makes sense."

Daniel, as the game's design director, then expands on the narrative sandbox approach, saying that with it Rebel Wolves is “trying our best to balance everything out, and there is a lot of cool content that you can interact with. We are trying to tie-in all of that content so that things affect each other in cool ways, and give you a lot of freedom as to what to do next. Sometimes it feels like playing a paper RPG where you can really just go into the world, and pick your adventures. That’s sort of what we are aiming for here with the narrative sandbox as well.”

From my point of view, this focus on having the world react around The Blood of Dawnwalker's half human half vampire protagonist, Coen, feels reminiscent of the reactivity and interconnected-ness of Larian Studio's RPG masterwork, Baldur's Gate 3, which wowed the gaming world with its ability to let players dictate their own path through its epic overarching story. However, where this game differs is in how the narrative sandbox is paired with the game's time as a resource mechanic, which sees the game operate on a day and night cycle where every quest or task completed by Coen advances the game's clock to some degree. This means that Coen cannot complete every activity on offer at any one time, with both action and inaction having consequences. And, with Coen having only 30 days in order to fight back against the game's antagonists, a powerful vampire clique who have taken over the valley in which he lives and kidnapped his family, time really is a precious resource.

From speaking to Rebel Wolves' devs in person, my sense from them is that The Blood of Dawnwalker's main goal is to offer gamers meaninful choices that, even if small, will impact the game both in terms of time and in terms of the world state going forward, with a vast, interconnected web of possibilities and game states on offer that will react to gamer choices and shape their personal narrative. As a fan of dark, mature, complex RPGs where my choices genuinely matter, it all sounds incredible to me, if not very ambitious. This studio has legendary RPG heritage running in its veins, though, so I for one would not bet against it.
 

S.torch

Liturgist
Joined
Jan 4, 2019
Messages
1,159
You will know this game by its portrayal of vampires and humans.

If vampires get to be "just one of the peoples" with their daily rat race struggles, just trying to find love, immigrate to a new land like one does, you know - nobody has to say anything anymore, but this is going to be stupid woke shit.
If they are machiavellian predators that see themselves above humans, and have goals that not neccesarilly include survival of humans, then we have something we can work with.

If humans are just a bunch of greedy, corrupted cunts without virtues, you have modern grimdark pozz.
If there are good ones that are not witches, gypsies, women or some other modern minority, we can work with it.

So far, I have not seen enough to be convinced into either of these extremes.
Dawnwalker will probably be somewhere on this "quadrants", but it is hard to say where.
That's a stupid false dichotomy that doesn't make any sense at all.

There's no reason why vampires would go around killing humans, but they have plenty to keep them around since they need their blood to survive. And given that starving, sick or malnourished people are unable to provide good quality or much blood at all, they have more than a few incentives to keep at least a part of the human population content and well feed. It's more logical that vampires would seek coexistence with humans, even if this implies a strong hierarchy structure where they're on top or a dominion from the shadows. But outright killing them would be suicidal and dumb.

If you just want a story with mindless undeads destroying everything in their path better go for zombies or aliens. Zombies are mindless and unable to plan long-term, and aliens are independent from the human population. That could be fun for a while until it inevitable degenerates in the tiresome bore of "humans are the real monsters!!!!" crap. But vampires go better in more nuanced or less simplistic storylines.
 

ropetight

Savant
Joined
Dec 9, 2018
Messages
1,933
Location
Lower Wolffuckery
You will know this game by its portrayal of vampires and humans.

If vampires get to be "just one of the peoples" with their daily rat race struggles, just trying to find love, immigrate to a new land like one does, you know - nobody has to say anything anymore, but this is going to be stupid woke shit.
If they are machiavellian predators that see themselves above humans, and have goals that not neccesarilly include survival of humans, then we have something we can work with.

If humans are just a bunch of greedy, corrupted cunts without virtues, you have modern grimdark pozz.
If there are good ones that are not witches, gypsies, women or some other modern minority, we can work with it.

So far, I have not seen enough to be convinced into either of these extremes.
Dawnwalker will probably be somewhere on this "quadrants", but it is hard to say where.
That's a stupid false dichotomy that doesn't make any sense at all.

There's no reason why vampires would go around killing humans, but they have plenty to keep them around since they need their blood to survive. And given that starving, sick or malnourished people are unable to provide good quality or much blood at all, they have more than a few incentives to keep at least a part of the human population content and well feed. It's more logical that vampires would seek coexistence with humans, even if this implies a strong hierarchy structure where they're on top or a dominion from the shadows. But outright killing them would be suicidal and dumb.

If you just want a story with mindless undeads destroying everything in their path better go for zombies or aliens. Zombies are mindless and unable to plan long-term, and aliens are independent from the human population. That could be fun for a while until it inevitable degenerates in the tiresome bore of "humans are the real monsters!!!!" crap. But vampires go better in more nuanced or less simplistic storylines.
Vampire motivations and their attitude towards humans is what was talked about.
False dichotomy of vampires killing humans/farming them is your strawman.
Please continue.
 

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