I've had a hunch ever since playing The Blood of Dawnwalker that its divisive time limit feature - whereby you have 30 in-game days and nights to save your character's family from a nasty pack of vampires - isn't as strict as Rebel Wolves once intended it. And it turns out I was right.
I shared the hunch with game director Konrad Tomaszkiewicz in a recent interview, explaining that I'd found the time limit overly generous when I reviewed The Blood of Dawnwalker. I rarely had to seriously deliberate about what I wanted to do and I defeated the final boss with only half my allotted time used.
The full-game experience was in stark contrast to that of the game's prologue, where time is severely limited and you do have to choose your quests carefully. My question to Tomazkiewicz was whether he and Rebel Wolves pulled back on this approach in response to public concern after the game was announced.
His response caught me slightly off guard. "Obviously!" he said, as if I'd asked him something ludicrously, well, obvious. "Obviously. Yes. We had at first a more restricted time where it was harder to beat the game, but after all of those voices, before release even, we knew that it can be a problem and we rebalanced it this way to give the buffer for the people to not fear this.
"The prologue was the first small test-field for time," he added, "and we didn't change it because we wanted to give this experience for people and show them what they can expect.
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