The Blood of Dawnwalker Protagonist Not a Superhero and Will Never Feel Overpowered; Vampires Protect People Since They’re Seen as Cattle
[summaraize]
In the reveal trailer for The Blood of Dawnwalker, the last bit of it showed a few seconds of gameplay that gave us a look at how powerful the game’s protagonist, Coen, is once he has the powers of the vampires in him. If you’re hoping to play the game like a one-man army like some vampires are portrayed in movies and games, that won’t be the case in The Blood of Dawnwalker.
During the latest Twitch stream by developer Rebel Wolves, they explained how Coen differs from your usual action-RPG protagonist.
The Blood of Dawnwalker’s Coen Won’t Be Spitting Out One-Liners
According to Rebel Wolves, Coen is not your typical protagonist. First, don’t expect zingers or one-liners from Coen; secondly, don’t expect the character to be overpowered like a superhero.
Jakub Szamałek, Narrative Director and Main Writer of Dawnwalker states, “So we get to meet the character at the beginning of his adventure, which I think is really cool, and Coen in general is so much fun to write and flesh out because he’s not your typical game protagonist. He’s not a grizzled veteran who’s seen it all, who is cynical about the world, who comments the world with, like, one-liners. He’s a young guy who, at heart, is emotional; he can get vulnerable, and he’s honest about how he feels.” Konrad Tomaszkiewicz, CEO of Rebel Wolves and the game’s director adds, “What I love in Coen is that he’ll never be a superhero. He’ll never be overpowered. During the day, as a human, he can fight with a sword, he can use and discover dark magic, but he can be killed by anyone.”
If you’ve seen the cinematic trailer, it implies that the vampires are (sort of) good. Apparently, they are in a way, as they are protecting the Valley, but for self-serving reasons. The vampires also demanded a “blood tax” since you can never escape taxes, even when vampires are the ones taking charge.
Vampires in The Blood of Dawnwalker Protect Humans to Server Their Own Interests (Namely: Blood)
Szamałek explains how the vampires overthrew the lords in the game, “First, the continent has been ravaged by the plague, then wars, and now famine. And all the while, vampires have been watching from the shadows, waiting for the perfect moment to strike. And finally, they come out of the shadows, they overthrow the feudal lords, and they move into their castles.”
Tomaszkiewicz adds, “Vampires ruining the world is not necessarily a bad thing. Feudal lords, in that time, killed whole villages to prevent the plague. And the vampires, they defend Coen and his sister. They even healed Lunka. And, you know, I know that people need to pay taxes in blood, but it’s not a huge cost of safe and good life.”
Szamałek follows this up by stating, “Well, to that I’d say that vampires’ favors are uncertain. Sure, they protect the people of the valley where the game takes place, but they see them as cattle, so they protect them, to then lead them and ultimately kill them. And the blood tax you mentioned, it’s taken from everyone, the frail, the weak, the old.”
It’s certainly an interesting dynamic given how vampires are usually the main villains that players have to eliminate in most games. Of course, I have no doubt Coen will be going up against vampires as well, but this added social element adds a layer of spice to the story.
The Blood of Dawnwalker has no release date set yet, but is confirmed for release on the PS5, Xbox Series X|S and PC. Its full gameplay reveal is scheduled for sometime in Summer 2025.
Stay connected to MP1st and the latest news by following us on Bluesky, X, Facebook, TikTok, YouTube, and Google News.



That sucks. A big problem with games like this is the lack of character progression. What is the point of leveling up, getting new abilities and playing a game like this if you never actually get to the point where you feel powerful.
On one end of the spectrum you have shit like God of War, where you level up and get new gear and weapons but you always feel as strong as you did in the start of the game. It sucked and made the game feel like a drag.
Then the opposite end, you have something like Spider-man where the more you level, the stronger you get, the more health you get, the better abilities you get and you actually can see and feel like the progression matters and makes sense.
That is also a reason why live service games always fail – progression never matters and you get stuck in the same loop where enemies are always as strong as you.