The artistic director behind upcoming open world RPG The Blood of Dawnwalker, Mateusz Tomaszkiewicz, has revealed that the upcoming sport shall be designed across the idea of participant company and freedom of alternative. Talking in a latest subject of PCGamer Journal (through GamesRadar), Tomaszkiewicz spoke concerning the concept of the “narrative sandbox” of The Blood of Dawnwalker.
“It’s how we permit you, the participant, to work together with it,” stated Tomaszkiewicz. “So the core of it’s maximizing gamers’ company and freedom of alternative, whereas, on the similar time delivering the high-quality narratives that we’re recognized for crafting up to now.”
Because of this gamers may have loads of selections not solely on the sport’s narrative, but additionally in gameplay phrases as nicely. Gamers shall be allowed to discover the world freely whereas additionally attending to make vital selections all through their time questing in The Blood of Dawnwalker.
He revealed that the title will make use of a “synergetic method” to aspect quests and different aspect content material, bringing in comparisons to The Witcher 3, the place Tomaszkiewicz beforehand labored as a lead quest designer.
Design director Daniel Sadowski additionally spoke about The Blood of Dawnwalker, and the way it may have a world that feels dynamic. In accordance with Sadowski, “each motion and inaction in Dawnwalker have severe penalties.” Because of this the world received’t simply be ready for the participant to get round to doing issues, and story occasions may even progress with out protagonist Coen’s intervention.
Tomaszkiewicz has beforehand revealed extra particulars concerning the sport, together with the truth that its open world won’t be a large one. As an alternative, the studio desires the open world in The Blood of Dawnwalker to be smaller and denser, very similar to Tomaszkiewicz’s favorite open-world video games.
“It was an open world, but it surely was a lot smaller, and it sort of made me expertise it in a different way in comparison with these behemoths the place it’s simply not possible to actually know each nook and cranny as a result of it’s so massive, so that you sort of rush by it,” Tomaszkiewicz stated in an interview final week. “However when the world is a bit smaller, and also you discover it extra calmly and extra relaxed, you sort of get to memorize these locations, and it feels extra such as you truly know the place. It makes you are feeling such as you’re extra inhabited.”
One of many sport’s greatest distinctive options is its inner time restrict. Gamers must deal with an in-game time restrict of round 30 days, throughout which they must tackle numerous quests, and determine whether or not they want to as a substitute discover a few of the sport’s aspect content material.
“That is an important factor for me,” stated Tomaszkiewicz. “As a result of once you put it collectively, it makes one thing actually distinctive – this sense of urgency within the video games may be upgraded. For instance, once you’re taking part in The Witcher 3, and you recognize that Ciri wants assist, however you determine to play Gwent […], you are feeling that it’s a sport, and it’s a extremely good sport. However it’s a sport.”
The Blood of Dawnwalker is in growth for PC, PS5 and Xbox Sequence X/S.