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The Blood of Dawnwalker's divisive time mechanic was once much stricter, but it was loosened because of "fear" around the game

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. Read more

The Blood of Dawnwalker's divisive time mechanic was once much stricter, but it was loosened because of "fear" around the game

We haven't written up this one. Eurogamer has the full story — the link below goes straight to it.

Read the original at eurogamer.net →

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