The Blood of Dawnwalker The Blood of Dawnwalker

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Now Playing: The Blood of the Dawnwalker

The game lovingly cobbles together inspiration from past games.

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Imitation is the sincerest form of flattery, or so they say. However, for a gamer, imitation is the sad state of the industry today. Every game is a copy of another. Every game today is a survival simulator, an extraction shooter, or a cozy organization title. The Blood of the Dawnwalker is no different. However, while it does draw inspiration from so many past titles, the unique blend makes it one of the most unique RPG experiences today.

A tale of darkness

The Blood of the Dawnwalker touts itself as the next project of the minds who came up with The Witcher 3. Rebel Wolves, a relatively small outfit, is the new home of several developers who worked on the aforementioned game. That, in itself, is already a strong reason why you should get Dawnwalker.

But it goes much deeper. And it starts with the story.

 

Coen of Laslea lives a relatively peaceful life in a valley called Vale Sangora. But that peace is dependent only on the whims of the valley’s vampiric rulers, a cabal of four brutal vampires who keep the peace in exchange for a monthly blood tithe, called a Blood Mass, extracted from every villager from every village once a month.

Unfortunately for Coen, this month’s Blood Mass doesn’t end as usual. Events have drawn the vampires’ ire, and — surprise, surprise — Coen gets turned into a vampire himself. Faced with a new reality, Coen goes on a rescue mission to save his family as a newly turned vampire.

Dawnwalker reverses the old trope of the hunter hunting the monster. Do you embrace the vampire within or keep being human?

A dark world

The Blood of the Dawnwalker roots itself as a traditional RPG. As a newly turned vampire, Coen doesn’t have awesome vampiric powers yet. Though he’s stronger as a vampire, a more ferocious monster can easily take him on at lower levels.

He does have a diverse skill tree pronged into three sections: Witchcraft which works only in the daytime, Vampirism which works at night, and Swordplay which works in both. Every section has its share of overpowered skills. One of my favorites heals Coen every time he executes a perfect block while in his vampire state. Coen essentially becomes invincible with some of these skills.

To level up, Coen must fight enemies or accomplish missions. Both of which add to how fun the game is. But let’s start with fighting.

Dawnwalker draws inspiration from Kingdom Come: Deliverance. Specifically, the game has a direction system of attacking and blocking. You can pick which of the four cardinal directions to attack and block. Pick a direction that your enemy doesn’t, and the attack lands. Alternatively, pick the direction that your attacking enemy does, and you block their attack.

Unlike Kingdom Come, Dawnwalker is much more accessible, especially with an icon that explicitly tells you where attacks are coming from. Fighting in Dawnwalker feels fun, regardless of how overpowered Coen is. Even at high levels, I don’t find it boring to enter another encampment and fight an entire army.

The Ubisoft way

Another way to bring Coen to those higher levels is by accomplishing missions. The Blood of the Dawnwalker does this in a way typical of most Ubisoft-inspired RPGs. Brencis, the big bad of the vampire posse, is supported by three lesser bosses. Each lesser boss has their own dominion with a set of objectives to “anger” their respective ruler. To fight Brencis, Coen must first kill all three lesser bosses.

Alongside these three goals, Coen can also recruit rebels to fight against Brencis or find powerful weapons that will help against the fight. You can also reminisce about your family’s past or romance the local witch.

If Dawnwalker were just a typical RPG (and, in some cases, it is), then you can cross off these objectives like a checklist. But Dawnwalker doesn’t do that. Time is a resource here.

Losing time

Once you finish the prologue, Coen will have thirty in-game days to rescue his family from Brencis. Time doesn’t move regularly, though. It moves only after every accomplishable activity: finishing objectives and levelling up. Each day has sixteen segments, divided into two halves for day and night. A time-progressing activity can move time up by one increment (or the equivalent of one or two hours) or even six. Some activities can even progress time from day to night (or vice versa).

On a similar note, Coen has different abilities depending on the time of day. During the day, Coen uses witchcraft. During the night, he can use his vampiric claws and suck his enemies dry as a vampire.

Using time as a resource is hardly a novel idea. I’ve seen it in Dead Rising and Dying Light. Dawnwalker, however, makes the march of time feel more pressing. Often, it’s a strategy game of figuring out which objectives to prioritize. Should I prioritize the other vampiric bosses? Should I hunt for more supporters to the rebel cause? Should I give time for Anca, my love interest?

Plus, with the differences between day and night, it’s important to plan when I wanted to do certain objectives. Am I strong enough during the day to beat a high-level monster, or should I wait until night when I’m much stronger?

Time is an illusion

Though the feeling of time’s passing is palpable throughout, Dawnwalker eventually makes it all an illusion. Thirty days is enough time to get stronger, find allies, and defeat all three lesser vampires. In fact, there are even ways to save a lot of time.

On my first playthrough, I accidentally discovered a way to break the sequence of the traditional RPG experience. After beating my second vampire lord, I wanted to explore the map a bit more before tackling the third and final lord. The next mission on my docket was hunting for a powerful silver sword in a cathedral, a supposedly low-stakes mission. Apparently, the third lord likes hanging around the cathedral. So, while I was minding my own business, the game gave me the opportunity to fight the third lord without needing to anger her. And why wouldn’t I take that chance?

With eighteen full days left before the deadline, I beat all three lords and angered Brencis enough to trigger his mission. I also felt strong enough to take him on.

Now, this isn’t to say that the game’s time-based mechanic is a failure. You can’t take away that feeling of having to strategize objectives, even if it’s ultimately moot. Besides, there’s still that day-night mechanic.

In that way, Dawnwalker’s time mechanic is still a success. Yes, it could have gone further, but you can’t ignore that it’s a unique approach to RPGs.

Choice is an illusion

Being a vampire, Coen is always prone to that hunger for blood. To materialize this, he has a blood hunger meter, which naturally depletes as time goes by. This is further highlighted by a “give in to the hunger” option with several NPC dialogues, which gradually becomes more difficult to ignore when the hunger gets higher. At one point, it becomes impossible to resist, so Coen feeds on that NPC and essentially kills them off.

On the choices-definitely-matter level, the game ideally wants you to balance Coen’s hunger for blood. It wants you to drink blood before NPC encounters, so you don’t accidentally drink them dry.

In my opinion, the system just doesn’t land. There was never a time when I felt crippled by that hunger. At times, I even forgot that it existed. It could be because I wasn’t shy about feeding during combat. After all, feeding has a very strong healing mechanic, which works extremely well in fights.

Although, I still tried the NPC feeding option on some annoying characters. And it was… meh? Sure, the drawback is that I lost dialogue options which could have led to something amazing. But I also didn’t get anything in return. I didn’t feel more powerful, nor did I feel Coen becoming more corrupted by vampirism. In essence, the hunger is more for roleplaying than something mechanically rewarding.

It’s unfortunate because Dawnwalker has something called a corruption level. The more you drink blood, the more this stat increases. The higher it is, the more vampiric powers you can unlock. If the game offered more rewards for drinking NPCs like better corruption increases (as in Vampyr, a similar vampire game), then the hunger might be more interesting.

Is The Blood of the Dawnwalker your PlayMatch?

The Blood of the Dawnwalker is easily one of the most mechanically interesting RPGs of 2026. The game patches together several unique mechanics from the past, which already worked on their own but shine even brighter when cobbled together.

Sure, it doesn’t go far enough with a few mechanics, but that’s fine enough. It’s a dark fantasy tale that keeps itself fresh throughout the playthrough. For that, this game gets a Swipe Right and a Super Swipe for those craving for a semi-lengthy, go-through-all-the-bosses RPG.

Accessories

Secretlab unveils Spider-Man-themed TITAN Evo

A Spider-Man-inspired gaming chair

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Secretlab Spider-Man

Secretlab is teaming up with Marvel for the first time to launch the Secretlab TITAN Evo Marvel Spider-Man Edition.

The new gaming chair draws inspiration from Spider-Man’s enduring legacy. It has a red-and-black design, Spider-Man emblems, and web-inspired detailing across the backrest. It launches alongside Sony Pictures Entertainment and Marvel Studios’ Spider-Man: Brand New Day.

The chair is upholstered in Secretlab SoftWeave Plus Fabric. Its backrest features a web of silken lines rendered through an advanced knitting process that gives Secretlab control over every thread. The design also includes dark tendrils along the side wings and seat base as a nod to Venom.

Built for long hours

The Spider-Man Edition retains the TITAN Evo’s ergonomic features. It uses high-density cold-cure foam designed for long hours of sitting, with a medium-firm formulation intended to distribute weight evenly and relieve pressure.

It also features Secretlab’s sculpted pebble seat base, which guides users toward the middle of the seat while allowing natural movement. The 4-way L-ADAPT lumbar support adjusts up, down, in, and out to follow the natural curvature of the lower back.

Secretlab says the collaboration marks its first partnership with Marvel. The company currently has more than three million users worldwide. It says its chair and desk designs have received more than 90 Editor’s Choice and Best Hardware Awards.

The Secretlab TITAN Evo Marvel Spider-Man Edition is available through Secretlab’s website.

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Marvel’s Wolverine details combat, abilities, and features

Wolverine gets new combat details

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Marvel's Wolverine | PlayStation blog

Insomniac Games has shared more details about Marvel’s Wolverine, highlighting Logan’s combat abilities, progression systems, exploration features, customization options, and accessibility settings.

The developer shared the details alongside a new Features Trailer ahead of the game’s September 15 release on PlayStation 5.

Wolverine fights with momentum

Marvel’s Wolverine puts aggressive combat at the center of its gameplay.

Logan can attack enemies with his claws, kicks, barrages, and critical strikes. Players can also unlock Techniques to enhance his combat moves.

Special Techniques add more options during fights. Players can equip up to four at a time, including moves such as Tornado Spin, Knee Breaker, and Spiral Strike.

Logan can further customize his combat style through Adaptations. These can improve his ability to absorb bullets, increase the effectiveness of Rage, expand parry windows, and provide other combat advantages.

His Rage system has three tiers. It focuses on survivability, resilience, and fury. Players can use it to survive dangerous encounters or unleash more brutal attacks.

Logan travels around the world

The game features an original story that takes Logan across different locations.

He and Jean Grey will work alongside members of Team X to stop Bolivar Trask and his plans against mutantkind. Logan will also face enemies such as Omega Red and Deathstrike.

Exploration will offer activities outside the main story. Players can discover Nightmare Doors with combat and traversal challenges. They can also find whisky bottles that reveal more about Logan’s forgotten memories.

Material crates can unlock suits inspired by Wolverine’s appearances across comics, movies, and animation.

Suits and claws add customization

Players can unlock a variety of Wolverine suits, including versions inspired by Weapon X, Old Man Logan, Ultimate Wolverine, and Patch.

The game also features more casual looks, including a tank top and leather jacket. Players can toggle some cowls and hats on or off.

Different claw designs are also available. These include bone, notched, curved, reflective, and angled claws.

The game will also feature Logan’s Nightmare Cabin. It includes New Game Plus with exclusive Techniques and level caps, Mission Replay, Nightmare Challenges, and Photo Mode. Photo Mode will be available through a day-one update.

More accessibility options included

Insomniac says Marvel’s Wolverine will include more than 100 new, returning, and improved accessibility features.

These include High Contrast visuals, English audio description, Global Game Speed, and Strong Haptic Signals.

The game also gives players more control over its violence and adult language. Separate options can alter dynamic blood and dismemberment, while language filters can limit adult language in English.

Marvel’s Wolverine launches on PlayStation 5 on September 15, 2026.

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Dune: Awakening gets new PS5 gameplay, movie DLC

PS5 gameplay and cross-play confirmed

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Dune: Awakening is getting ready for its September 22 launch on PlayStation 5 and Xbox. At Gamescom, Funcom showed seven minutes of new PS5 gameplay and announced new DLC inspired by the Dune films.

The studio also confirmed that PC and console cross-play is coming after launch. It has not announced a release date for the feature yet.

PS5 gameplay revealed

Funcom premiered seven minutes of Dune: Awakening gameplay captured on a PlayStation 5 Pro.

The footage gives players a look at how the open-world survival game runs on Sony’s consoles. Gamescom attendees can also get hands-on with the PS5 version at the show.

On the base PS5, Performance Mode targets 60fps with dynamic resolution. The PS5 Pro also runs Performance Mode at 60fps.

Quality Mode runs at 30fps on both consoles. Both PS5 models use upscaled 4K resolution in Performance and Quality Mode.

The PS5 and Xbox versions will launch on September 22. The console release will also bring several major additions to the game.

These include a full single-player mode, the conclusion to its story, more customization options, and adjustable difficulty levels.

Funcom says console players will also get a year’s worth of PC additions and enhancements on day one.

Watch the trailer.

Dune movie-inspired DLC arrives

Funcom also announced Filmic Archive, a new DLC featuring outfits and building pieces inspired by Denis Villeneuve’s Dune films.

The DLC launches September 22 on PC, Xbox, and PlayStation. It will cost ₱615.92 ($9.99).

Among its additions are the Aegis of the Unwalked Path armor. It is inspired by Paul Atreides’ visions of Fremen holy warriors in Dune: Part One.

The DLC also includes the Caladan Stormcoat worn by Paul and Duke Leto in the film.

Other movie-inspired outfits are included as well. Players can also build with a 73-piece set styled after the Sardaukar.

Funcom will reveal more of Filmic Archive during the Xbox Broadcast on August 28.

Cross-play is coming after launch

PC and console cross-play was one of the community’s most requested features after Funcom announced the console versions.

The studio has now confirmed that the feature is in development.

However, Funcom has not committed to a release date. It will share more details once they are available.

Dune: Awakening originally launched on PC in June 2025. The PS5 and Xbox versions arrive on September 22, bringing the game’s latest additions and improvements to consoles.

The game will also launch on Xbox Game Pass on the same day.

Players who purchase the Deluxe or Ultimate Edition can start playing five days early. Early access begins September 17.

Funcom will also release a physical PS5 edition through its distribution partners. Pre-orders are already available at select retailers.

Bandai Namco Entertainment Europe will distribute the physical edition across Europe, the Middle East, Africa, Australia, and New Zealand. Solutions 2 GO will handle North and South America.

In Japan, Spike Chunsoft will publish the game digitally and at retail. Its Japanese release is scheduled for October 29.

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