The Blood of Dawnwalker’s lack of stealth makes this Witcher 3-like feel incomplete

The Blood of Dawnwalker’s lack of stealth makes this Witcher 3-like feel incomplete

I’m not done with The Blood of Dawnwalker yet, but so far, I think it’s a hell of an RPG that has its own voice while still feeling a little familiar. The limitations of Rebel Wolves’ first dark fantasy action RPG are obvious, but easy to accept when The Witcher 3‘s pedigree permeates the whole thing. It’s sorely missing a stealth system, though.

The betst open-world games needn’t allow players to sneak around just because, but having actual stealth mechanics might be useful when you’re roleplaying as a half-vampire dawnwalker who gains all sorts of shadowy tricks at night. This makes it feel like a chunk of the game was excised during development: Walking on walls and teleporting is allowed, but it feels odd – and incomplete – to infiltrate enemy bases this way only to be thrown into a fight the moment you trigger an enemy’s MMORPG-like aggression radius.

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