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Warlock: Dungeons & Dragons developers hope to set aside the Baldur's Gate 3 comparisons and build their own kind of open world

This probably feels like a bit of an odd place to start, but Warlock: Dungeons & Dragons isn't Fable.

A medium shot of Warlock: Dungeons & Dragons' warrior protagonist Kaatri, surrounded by swirling mist as she stares at the camera.
Image: Eurogamer
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This probably feels like a bit of an odd place to start, but Warlock: Dungeons & Dragons isn't Fable.

The short version

  • Yet, when I sat down to watch developer Invoke Studios' Gamescom demo of Warlock with no real idea of what to expect, it was the first thing that popped into my mind.
  • "We're not making a Metroidvania game," Guay continues, "but to a degree, you'll want to acquire more spells to reach more places.
  • That forced us to accept that a lot of our content was optional, and we're okay with that ... we're trying to make sure [we don't] force you down a very narrow critical path." And, crucially, the route forward isn't necessarily an explicit one.

What happened

"We want to have stories happening in the world instead of us telling you a story," he continues. "Most of our content is just there in the world ...

Why it matters

You'll find a cool-looking location, you'll explore it ... and you're like, 'What is this, what happened here, what's going on?' ...

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

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