The Blood of Dawnwalker Is Teaching Me to Value My Time

The Blood of Dawnwalker gives you 30 days to complete its story, but after around 15 hours with the game, I’m realizing that its time limit is teaching me something I didn’t expect: sometimes, you simply have to say no.

Time in The Blood of Dawnwalker isn’t just a number sitting in the corner of the screen. Certain actions move time forward, and that means even seemingly small decisions can have consequences.

And I’ve already caught myself thinking about those decisions very differently than I would in almost any other RPG.

Early in the game, I encountered a woman whose son’s grave had been disturbed and his belongings stolen. I helped her recover what had been taken and returned everything to her.

Then she asked me for one more thing: help her bury him again.

Normally, I wouldn’t even think about it. Of course I’d help. It’s an RPG. That’s what you do.

But helping her would cost me another segment of my limited time.

So I said no.

Not because I didn’t care. Not because I wanted to play Coen as some heartless bastard.

I simply had other things I needed to do.

And strangely enough, that tiny moment stuck with me.

You Can’t Save Everyone

Later, I was travelling toward an objective that I genuinely needed to complete before time ran out. Along the way, I encountered people in trouble — attacked by enemies or threatened by wolves.

In almost any other open-world RPG, I’d stop.

Kill the enemies. Save everyone. Collect whatever reward they give me. Then casually continue toward my actual objective as if nothing happened.

Dawnwalker doesn’t always give me that luxury.

I kept going.

Maybe somebody else saved them. Maybe nobody did. Maybe they died.

I don’t know.

And that’s exactly what makes this system so interesting.

The game is slowly teaching me that I can’t save everyone simply because I want to. My time has value too. Coen has his own goals, his own family to save and his own consequences to face.

Sacrificing precious time to help every stranger isn’t necessarily the right decision.

Sometimes saying no is.

Dawnwalker Makes Time Feel Valuable

That’s what I love about The Blood of Dawnwalker so far.

Its 30-day structure isn’t simply there to pressure me. It’s changing the way I think about quests.

I’m starting to ask myself:

Is this actually worth my time?

That’s a surprisingly powerful question for an RPG to make me ask.

There will always be another person who needs something. Another problem to solve. Another distraction on the road.

But you can’t constantly sacrifice yourself because somebody else needs your help.

Sometimes you have to choose yourself.

Sometimes you have to choose the people who matter most to you.

And sometimes you simply have to keep walking.

I’m currently around 15 hours into The Blood of Dawnwalker, and I’m honestly amazed by how well the game is put together. The more I play, the more I appreciate what Rebel Wolves has built here.

I can’t wait to see where these decisions eventually lead me — and I’m even more excited to write my full review once I’ve reached the end.

Share with friends!

Subscribe
Notify of
guest
0 Comments
Oldest
Newest Most Voted
0
Would love your thoughts, please comment.x
()
x