Blood of Dawnwalker Director Supports Full Evil Playthroughs, Encourages Players to Avoid Reloading After Poor Choices

Blood of Dawnwalker Director Supports Full Evil Playthroughs, Encourages Players to Avoid Reloading After Poor Choices

Exciting Developments from Rebel Wolves: “The Blood of Dawnwalker”

Yesterday marked a significant milestone for Rebel Wolves with the unveiling of their debut title, the open-world action RPG, The Blood of Dawnwalker. The Polish studio has set the release date for this eagerly awaited game on September 3 and has revealed detailed PC system requirements.

In an insightful aftershow Q&A, Creative Director Mateusz Tomaszkiewicz shared intriguing details about gameplay mechanics, particularly highlighting the presence of a full evil playthrough option. Players will have the freedom to eliminate a majority of NPCs without triggering a game over condition.

“Evil run. Generally speaking, you can kill off the majority of NPCs. Maybe not every single one; there are specific cases where, for narrative cohesion, we had to limit that. But we tried to make sure you can kill off most NPCs if you want to, and the main story handles it: you get different outcomes, different endings for different plot lines.”

“It was actually a big point of discussion in the studio: ‘Is this true to Coen? Would he do these things?’ But it’s always this tug of war between player agency and narrative cohesion of the character. We believe we managed to satisfy both, but because of our narrative sandbox approach, we leaned more toward player agency most of the time.”

“I really want to see evil Coen playthroughs and see how people react.”

Tomaszkiewicz’s statements reiterate how The Blood of Dawnwalker distinguishes itself from its predecessor, The Witcher III: Wild Hunt, particularly in terms of player agency. As many developers from Rebel Wolves were previously involved with CD Projekt RED, the opportunities for player choice were more constrained within the established narrative of Geralt, the iconic protagonist. In contrast, this new title breaks those barriers, allowing the exploration of dark choices with significant impacts on the storyline.

During the interview, Tomaszkiewicz emphasized the game’s rich narrative tapestry, suggesting players embark on multiple playthroughs to fully experience its branching paths and diverse outcomes. He also encouraged players to embrace the consequences of their decisions instead of reloading to alter them.

“There are definitely a lot of ways it can branch for different players. I also think there are patterns in how players behave: even when given freedom, you observe people repeating similar choices. But I believe a lot of people will replay the game multiple times to find the different paths and experiment.”

“I really recommend playing with the consequences you get and not reloading. Speaking from personal experience, games like Baldur’s Gate 3 are more enjoyable when you stick with what happened, even in unfavorable situations, leading to a truly unique playthrough.”

“The game is built in a way that allows for many different experiences. Even the main goal can be completed in multiple, vastly different ways. Some major plot lines may be missed entirely, and that’s intentional. We didn’t want to force them upon you. Players have the freedom to decide which characters they want to engage with and which narratives to explore.”

Following yesterday’s revealing event, The Blood of Dawnwalker has surged into the ranks of the most anticipated RPGs of 2026. As the launch date approaches, fans can expect a wealth of additional information from the studio. Stay tuned for continuing updates on this captivating title!

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