The game development team, Rebel Wolves, has been open about the prominent aspect of their upcoming RPG, The Blood of Dawnwalker, which is known as the “narrative sandbox” concept. In a chat with Xbox Wire, creative director Mateusz Tomaszkiewicz elaborated on this idea, explaining that by allowing players to explore and engage with the story in their preferred manner, they might inadvertently overlook certain elements.
According to Tomaszkiewicz, our aim was to let players have maximum control over the storyline, offering a clear goal but multiple ways to reach it. To us, this is what makes video games such a distinctive form of storytelling – player autonomy, the ability for the game to change based on your actions.
In simpler terms, this implies that players will need to choose the fate of protagonist Coen, both in terms of his vampiric identity and his interactions with different factions. For instance, Coen may opt to side with a human resistance group, or he might never encounter them at all, even after completing the game.
As a gamer, I’d put it this way: “Some characters may choose to embrace their inner vampire and succumb to its allure, while others might hold onto their human essence and shun the beast inside. You can side with the human resistance or complete the game without ever crossing paths with them. The battle with Brencis can be initiated at any point, offering various routes to engage in.
Our storytelling method is based on an open, user-generated environment that we refer to as a ‘narrative playground.’ This is the fundamental ideology guiding how we construct our narratives.
In addition to discussing other aspects of The Blood of Dawnwalker, Tomaszkiewicz elaborated on combat mechanics. He mentioned that Coen, through his father’s training, would be proficient in traditional medieval fighting techniques. Moreover, it was revealed that Coen could potentially learn magic as well. Regarding spellcasting in The Blood of Dawnwalker, Tomaszkiewicz described it as having a darker and more grounded feel, with its use connected to blood, warmth, and air-related concepts.
He explained that this character learns magic – not flashy or fantastical, but raw, steeped in ancient rituals with a dark, primal essence. We’re avoiding the traditional high fantasy approach with its bright, spectacular spells. Instead, ours are grittier, rooted in elements like blood, heat, and air that seem to throb and pulsate. The imagery can be intense, but it’s more about a chilling, unsettling feeling. To perform a spell, one must physically expose their body to the occult by etching runes and essentially serving as a vessel. Magic then courses through you.
Previously, Tomaszkiewicz has discussed the player’s freedom within the “story sandbox” of “The Blood of Dawnwalker” on more than one occasion. As early as February, he disclosed that players would have the full liberty to kill non-player characters (NPCs), some of whom could be crucial to the game’s narrative.
During a past interview in January, Tomaszkiewicz shared that the phrase “narrative sandbox” was borrowed from the approach taken by Rebel Wolves when crafting the world, storyline, and quests for the game The Blood of Dawnwalker.
The latest trailer for Dawnwalker has just been unveiled, showcasing the gameplay along with the announcement that it will be available on PC, PlayStation 5, and Xbox Series X/S in the year 2026.
Read More
2025-06-11 16:11