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    Rebel Wolves isn’t afraid of creating its own vampyric folklore for The Blood of Dawnwalker: “We want to tell a story with vampires, not a story about vampires only”


    The Blood of Dawnwalker isn’t all that interested in tradition. The extent to which developer Rebel Wolves is willing to play with convention extends well beyond its unique approach to RPG design, where every action taken in service of saving your family quite literally costs time – it’s the scarcest resource in Vale Sangora, a kingdom ravaged by famine, plague, war, and an undead insurgency. It’s also reflected in the characters, story, and the studio’s approach to vampire legends too.

    Take Brencis, hailing from ancient Rome, and his three powerful vampire allies who have seized control of the open world – sealing it from outside forces as control is exerted over a desperate population. The vampires walking this cursed earth have a maw of needle-like fangs protruding from their mouths rather than two sharp ones; the older these creatures become, the more fangs they are able to grow. A helpful trait, given that humans aren’t turned through bites but rather a needle being ripped from the jaw and plunged into the heart of a victim.

    The Blood of Dawnwalker screenshot showing four vampire lords

    (Image credit: Bandai Namco)

    “We want to tell a story with vampires, not a story about vampires only,” says game director Konrad Tomaszkiewicz. “Our vampires are different. They are more wild and they have these small cliques, and sometimes those cliques fight with one another. Our vampires come from many regions of the world; we tell different stories throughout the game to show you their origins and why they are doing what they are doing. There are interesting stories to be told in the bond between them and how their relationships have changed over time.”



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