The Blood of Dawnwalker: Introducing a Unique Game Mechanic
Former Witcher 3 Director Teases Protagonist's Day-and-Night Abilities and Limitations
Konrad Tomaszkiewicz, the former director of The Witcher 3 and founder of Rebel Wolves, has unveiled an innovative game mechanic for The Blood of Dawnwalker. This new studio, comprised of several members from the Witcher 3 team, is pushing boundaries with a protagonist, Coen, who embodies the fascinating duality of being half-human and half-vampire.
In a detailed interview with PC Gamer, Tomaszkiewicz discussed the challenge of creating a fresh narrative distinct from typical superhero tropes. He stated, "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."
To address this, Tomaszkiewicz crafted a protagonist who reflects the authentic experiences of a half-human, half-vampire. By day, Coen is limited by human vulnerabilities, but by night, he gains access to supernatural powers. This mechanic draws inspiration from well-known pop culture narratives like Doctor Jekyll and Mr. Hyde, yet it remains unexplored in video games.
"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 explored yet in games," Tomaszkiewicz remarked. "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."
This innovative mechanic introduces new gameplay dynamics, potentially making nighttime battles more advantageous, especially against non-vampire foes. During the day, players may need to rely more on strategy and intellect to navigate quests without the aid of their vampiric abilities.
Witcher 3’s Ex-Design Director Also Revealed “Time-as-a-Resource” Mechanic
Daniel Sadowski, the former design director of The Witcher 3, shared insights into another groundbreaking feature for The Blood of Dawnwalker—the "time-as-a-resource" mechanic. In an interview with PC Gamer on January 16, 2025, Sadowski explained how this mechanic will compel players to make strategic choices about which quests to pursue.
"It will definitely force you to make choices at some points, like what to do, and what to ignore, because you will also have to choose which content you want to do, and which content you want to ignore, in order to maximise your chances of defeating the main enemy," Sadowski said. "But you will be able to choose between different ways to approach the problem, and that all ties into the narrative sandbox again."
This system requires players to carefully consider the impact of their decisions on future missions and character relationships. Sadowski believes that the awareness of limited time can sharpen players' focus on their objectives and enhance the narrative experience. "Knowing that the time you have is limited could really help crystallize what you're going to do, and why your version of the game's protagonist, Coen, is doing it."
With these two mechanics at play, every choice in The Blood of Dawnwalker carries significant weight, enriching the game's narrative and gameplay dynamics.