

In a realm brimming with countless games at our disposal, the beloved genre can easily become tiresome. Despite an urgent desire for something novel, if the newest offering isn’t a sequel, prequel, remaster, or remake, the excitement rarely reaches its full potential due to apprehension about the unfamiliar. Personally, I favor RPGs and action-RPGs, yet recent entries have failed to captivate me…until this moment.
I had the opportunity to experience a one-hour preview of *The Blood of Dawnwalker* from the new studio, [Rebel Wolves](https://rebel-wolves.com/en) and [Bandai Namco](https://www.cgmagonline.com/articles/previews/towa-and-the-guardians-of-the-sacred-tree/). I can assert with confidence that they are offering a vibrant approach to the action-RPG genre, and I am both thrilled and anxious to dive in.
During our demonstration, we witnessed what I believe to be the game’s introductory cutscene, followed by a quest line set later in the game when you would have become acquainted with the distinctive gameplay loop and your skills. That opening cutscene had me enthralled. I wish to maintain the element of surprise for other players, but in just those initial moments, I felt fear, sorrow, terror, and fury establishing the ambiance for your journey in *The Blood of Dawnwalker*.
### “Detective skills will play a crucial role in The Blood of Dawnwalker, as investigations will grant you access to new insights, dialogue choices, or the subsequent portion of a quest.”
The game is constructed using Unreal Engine 5, and the cutscene was stunningly crafted. Sweat shimmered on the character’s skin, and you could see their breath in the frosty air. The audio and voice performances were equally impressive. If this level of quality persists, there’s something genuinely extraordinary unfolding here.
What I can reveal about the narrative is that you take on the role of Coen, a man in 14th-century Europe, amidst the creeping Black Plague. The Vrakhiri—essentially their interpretation of a vampire (bringing to mind the Volturi, *[Twilight](https://www.cgmagonline.com/articles/features/five-blood-sucking-vampire-classics-to-watch-instead-of-twilight/),* perhaps?)—sought to transform you into one of their own. However, you evolved into something different. You are a Dawnwalker—though this revelation occurs later in the story. Fortunately, some narrative elements were left out for me, and I am genuinely curious to piece things together when I get to play the game myself. As a Dawnwalker, you possess the ability to…well, walk at dawn. You can exist in both sunlight and darkness.
This introduces one of several distinctive mechanics in *The Blood of Dawnwalker*. While you can live during both day and night, your array of skills differs for each time period. To demonstrate this, Rebel Wolves guided us through the same quest on two occasions, once by day and once by night, highlighting the pros and cons of each scenario. At night, you gain access to a teleportation ability that facilitates movement more easily than during daylight. The lighter crowds also contribute to this advantage. You battle using sharp claws and powers, although I don’t believe we encountered any combat capabilities in the demo.
By day, you’ll find more people to interact with and investigate, to start with. You wield magic and a sword regarding combat. One unique ability you have as a human is communicating with the deceased to uncover details about past events and advance your investigations. From what I gathered, detective skills will be essential in *The Blood of Dawnwalker*, as delving into mysteries will open pathways to new information, potentially providing fresh dialogue options or guiding you to the next quest segment.
Questing presents another intricate mechanic in *The Blood of Dawnwalker*. Certain quests will necessitate your Vrakhiri form, while others require your human form, particularly based on the time of day. You can undertake quests at any point, with a non-linear structure, allowing for flexibility in your gameplay experience across different playthroughs. This leads to another mechanic: not every quest will be available to you.
As part of a storyline element that I’m not privy to yet, you have a limited timeframe to rescue your family. This is not an RPG that goes on indefinitely. You must decide who to assist and which quests to pursue. Some will push time forward, in days or units, and you have only 30 days. A segment of the story appears to navigate the moral complexities between good and
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