Smart news for curious minds.

Nerd News Network
Gaming

The Blood of Dawnwalker's divisive time mechanic was once much stricter, but it was loosened because of "fear" around the game

I've had a hunch ever since playing The Blood of Dawnwalker that its divisive time limit feature - whereby you have 30 in-game days and nights to save your character's family from a nasty pack of vampires - isn't as strict as Rebel Wolves once intended it.

A bald-headed, ferocious looking soldier, who looks like they've lost all vitality and life from their visage. Probably because they have - it's the lead vampire from The Blood of Dawnwalker. Brencis. Behind him, a sun is eclipsed.
Image: Eurogamer
Share

I've had a hunch ever since playing The Blood of Dawnwalker that its divisive time limit feature - whereby you have 30 in-game days and nights to save your character's family from a nasty pack of vampires - isn't as strict as Rebel Wolves once intended it.

The short version

  • I shared the hunch with game director Konrad Tomaszkiewicz in a recent interview, explaining that I'd found the time limit overly generous when I reviewed The Blood of Dawnwalker .
  • I rarely had to seriously deliberate about what I wanted to do and I defeated the final boss with only half my allotted time used.
  • The full-game experience was in stark contrast to that of the game's prologue, where time is severely limited and you do have to choose your quests carefully.

What happened

My question to Tomazkiewicz was whether he and Rebel Wolves pulled back on this approach in response to public concern after the game was announced. His response caught me slightly off guard.

Why it matters

"Obviously!" he said, as if I'd asked him something ludicrously, well, obvious.

Summary by Nerd News Network. Read the full article at Eurogamer via the links above and below.

Share