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

Thalstarion

Educated
Patron
Joined
Jul 27, 2024
Messages
434
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
551
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
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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

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Messages
3,064
"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
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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
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Messages
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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
1,200
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
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Dec 9, 2018
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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.
 

Bakir

Literate
Joined
Jan 23, 2025
Messages
32
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.
Based take.

Have you read any of the released tidbits so far? Do you like the Vampires backstories?

This game is most likely going to be a big success and poz free but their next game will most likely not, following other studios examples so I’m trying to have maximum fun with it and enjoy the ride.

What I like so far:

The names. Yes, perhaps a very unimportant detail but the names Coen, Brencis, Bakir, Ambrus and Xanthe all sound awesome and fit the characters well. Very important for me.

Their backstories have unique flavors and seem intriguing. Good world-building 101
Brencis being from Rome and Xanthe from Ancient Greek is awesome.
I hate when an old Vampire is from Middle East. WoD comes to mind…
Vampires and that part of the world don’t mix well together. Retarded combination.

Family values and putting focus on family dynamics. Trying to save your little sister in the trailer and your main goal in the game being saving your family immediately makes me to like Coen, the protagonist.

The promise of a game being moderate sized and neat. Just a cozy valley being blocked from outside by Vampires who want to start a new religion. A small sized cast with good character buildings and reactivity. The possibility of killing quest givers and so on.

The studio are all whites. At least the important and deciding roles. I see no agendas getting pushed and the trailer while not awesome was problem free. Zero redflags.

The game’s slogan. The World Needs What It Fears. IFYKYK.

Vampires are actually monsters. I really don’t know why we have lost the ability to make good Vampiric entertainment. It always has to pander to women in some retarded way.

Narrative Sandbox. Yes, yes, yes. I know they are most likely shilling a term and trying to hype their game and the end product of the said system won’t be anything especial. But if they deliver on that promise and their night&daytime thingy it’ll be a legendary RPG. Most AAA games labeled RPGs aren’t even RPGs nowadays. I’m willing to give them the benefit of the doubt.

I actually like romances in my games if they’re like The Witcher series and not BioWare style.

Just give me a mini game as addicting as Gwent in the game and it’ll be my GOTY whenever it releases.

Like, am I the only one feeling how great and woke free this one feels?
I hate this term but fuck it. It has SOUL.
 

RaggleFraggle

Ask me about VTM
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It's pretty obvious from the interviews that the vampires are the villains. They're less villainous than the witch hunters only because they have magic powers that cure the plague, but otherwise they treat humans as both cattle and serfs. They're not better than the nobles they're replacing.

I'm burnt out on medieval fantasy but I think this aspect is interesting. All medieval fantasy games take the oligarchy for granted despite us in reality knowing it's wrong. Blood of Dawnwalker is depicting the oligarchy as evil, which is hugely innovative by the standards of crpgs and fantasy fiction overall.
 

mediocrepoet

Philosoraptor in Residence
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Codex 2012 Codex+ Now Streaming! Enjoy the Revolution! Another revolution around the sun that is. MCA Project: Eternity Divinity: Original Sin 2
I thought the depiction of an actually dark fantasy world was interesting, but it remains to be seen that the actual game is any good or interesting and whether the constant microstutters that were in the trailer get cleared up because if it doesn't, it's going to be janky shit that will piss everyone except the most rabid fanboy off.
 

Ryzer

Arcane
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May 1, 2020
Messages
8,689
I don't think they responded to the question of whether there will be some sort of masquerade to keep Vampire identity secret, otherwise they would be wiped out. The universe seems cool at least.
 

deama

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UK
Am very dissapointed that you have to play as human during day.
Have we even ever gotten an official vampire game where you have to manage day/night cycles? Why hasn't that been done? Seems like it would make for interesting gameplay.
 

Zombra

An iron rock in the river of blood and evil
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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
There was talk above about having to get back to your coffin on a timer which would mean real gameplay .... but doesn't everyone hate timed quests? And what happens if you fail? Game over and you go back to your previous save 24 hours ago?
 

RaggleFraggle

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I thought the depiction of an actually dark fantasy world was interesting, but it remains to be seen that the actual game is any good or interesting and whether the constant microstutters that were in the trailer get cleared up because if it doesn't, it's going to be janky shit that will piss everyone except the most rabid fanboy off.
I see microstutters everywhere now. I think it might be a problem with youtube or devices.
 

mediocrepoet

Philosoraptor in Residence
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Codex 2012 Codex+ Now Streaming! Enjoy the Revolution! Another revolution around the sun that is. MCA Project: Eternity Divinity: Original Sin 2
I thought the depiction of an actually dark fantasy world was interesting, but it remains to be seen that the actual game is any good or interesting and whether the constant microstutters that were in the trailer get cleared up because if it doesn't, it's going to be janky shit that will piss everyone except the most rabid fanboy off.
I see microstutters everywhere now. I think it might be a problem with youtube or devices.
Pretty sure it's UE5 tbh.
 

mediocrepoet

Philosoraptor in Residence
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Codex 2012 Codex+ Now Streaming! Enjoy the Revolution! Another revolution around the sun that is. MCA Project: Eternity Divinity: Original Sin 2

REhorror

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There was talk above about having to get back to your coffin on a timer which would mean real gameplay .... but doesn't everyone hate timed quests? And what happens if you fail? Game over and you go back to your previous save 24 hours ago?
I like timed quests, now I want fucking pressure in my game.

I hope there will be different clans like in VtM, I will choose the closest to the werewolf one.
 

deama

Prophet
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vampire game where you have to manage day/night cycles?
what do you mean? manually sleeping in a coffin? hide from sun mechanics?
Both? If you don't wanna deal with the sun, sleep in a coffin, but risk being disturbed by vamp hunters, treasure hunters, or some random bimbo. But then also lose some potential time on active quests etc...
If you'd rather finish quests quicker or do more stuff, you'll have to deal with the sun.
 

Quillon

Arcane
Joined
Dec 15, 2016
Messages
5,571
you'll have to deal with the sun.
What if I cover myself with thick clothing? or bring an umbrella? :P

"Avoiding the sun" mechanic would lose its novelty pretty quickly; there was a mission in Mass Effect 2 where we had move quickly under the sun to not get cooked, there is a reason we only saw that mechanic only once in the whole trilogy + the 4th gaym.
 

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