Gaming
Игры EN· Rock Paper Shotgun· Oisin Kuhnke

Following a strong start, Rebel Wolves line up The Blood of Dawnwalker's first big patch for next month, adding in a new, easier difficulty mode and more

Goodbye story mode, hello story mode

A man with a dirty face and glossy white eyes is stood with a slightly confused expression in The Blood of Dawnwalker.

After a rip-roaring start for The Blood of Dawnwalker (one that has seen a bit of pushback against its timer mechanic, and an apparent confirmation of a sequel being in the works), developer Rebel Wolves are gearing up for the game's first big update, one that'll introduce a new difficult mode and a suite of improvement, most likely arriving early October.

"We will introduce an additional difficulty level, but an easier one, because many people are asking for a more easy difficulty," game director Konrad Tomaszkiewicz shared in a recent interview with our siblings over at Eurogamer. "The Story mode which we have right now will be a different difficulty - we will call it Demanding or something like this - and we will add a new Story mode which will be even easier for people who don't want to experience the combat, they just want to learn the story and go through the game without this gameplay challenge."

It also won't be so much of a pain in the ass to run away from a tough fight, as the way the game currently is, it's quite easy to get caught up on random bits of geometry. "Right now we're doing the fix where when you run or escape, you will ignore the nav mesh and it will be fluid - it will not be clunky," Tomaszkiewicz explained. "We're working on escaping from combat and running in combat and it will be a big change for people." The reason this issue slipped by the devs, it should be noted, is apparently because they're just braver than the rest of us and didn't tend to run away from fights. But that isn't the case for everyone, hence the change.

Combat will be getting a slight change too, as when using an ability that stuns an enemy, the camera automatically latches onto a different enemy. This is actually intended, too, Tomaszkiewicz explained. "That's my fault, because it changed. It worked differently. When I was playing in some of the gameplay reviews, I wanted to stun an opponent and then switch to the other one, but because I was locked on him still, I hit him by mistake and took the stun from him, and that's why we made it switch for the other character. But people complain about it, and in the newest patch we will lift off and we will see." Post patch, you'll need to hit a stunned enemy three times to take the stun off. But this may not be permanent either, depending on feedback.

Performance on PC was notably not up to everyone's standards, which Tomaszkiewicz attributes to just how many hardware combos there are. However, the devs are "observing this, we're trying to ask people about the hardware, and we are trying to do the fixes." He also had some very understandable, and apparently slightly exasperated comments on the desire for high frame rates: "When you see that the game works well - over 60 FPS - but people still complain that it's not 120, but 90 or 70… It's like, I understand that but the game is about something else. It's not a shooter - it's not a game where it's so important. But people want to have good performance or performance above good: it's fine. We're working on it and we will still work on it."

A new game plus mode is apparently being floated too, including the potential for new enemies for variety, with Tomaszkiewicz explaining, "There is a chance but I don't want to speak about it yet. We will have the proper beats with our publishing team and if I tell you more, they will kill me."

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