Witcher 3 director's Blood of Dawnwalker launches September 3 with steep system requirements

Daniel Sims

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Something to look forward to: Development studio Rebel Wolves, largely comprised of CD Projekt Red veterans, has spent the past year showcasing its upcoming open-world RPG, The Blood of Dawnwalker. This week, the company outlined the game's unique structure and release details, including the full system requirements.

Konrad Tomaszkiewicz, a writer and quest designer on CD Projekt Red's first two Witcher games who went on to direct the award-winning Witcher 3, has spent the past several years building an original RPG at his new studio, Rebel Wolves. While the game resembles the director's prior fantasy series in numerous respects, The Blood of Dawnwalker features an even less linear storyline with an in-game time limit and no main quest.

The open world is set in a fictional kingdom in real-life 14th-century southeastern Europe, where vampires have taken over and players resolve quests by combining magic and vampiric powers. Players take a human form by day and vampiric abilities by night.

Like CD Projekt Red's The Witcher and Cyberpunk 2077, Dawnwalker presents players with choices that can alter the storyline in unexpected ways, but offers more freedom while also implementing a time-sensitive structure.

Following the tutorial, players can complete quests in any order or even attempt to confront the main villain immediately. According to Tomaszkiewicz, the system was inspired by the first two Fallout games.

However, finishing quests progresses time, and players have only 30 days and 30 nights to rescue the protagonist's family, forcing them to choose which quests to complete. Furthermore, almost every major character can die permanently, which can cut off certain storylines. Players can even inadvertently kill major characters if they lose too much health and lose control of the protagonist's bloodlust. Still, nothing can make Dawnwalker completely unwinnable – players can reach an ending even after failing every quest.

The Unreal Engine 5 title's system requirements are somewhat high despite Rebel Wolves never mentioning ray tracing, though the Xbox Store page references RT without elaborating further. Playing the game at native 1080p and 30fps requires at least an Nvidia GeForce RTX 3050, GTX 1070, AMD Radeon RX Vega 56, or Intel Arc A580, so handheld devices might require upscaling.

Notably, 60fps gameplay without upscaling requires at least 12GB of VRAM, so although Rebel Wolves lists the RTX 5060 as the recommended GPU for 1080p gameplay, the company is likely referring to the 16GB variant. Dawnwalker may prove demanding for the many users with 8GB graphics cards.

Native 1440p gameplay at high settings requires an RTX 4070 Ti or RX 7800 XT, while ultra settings at the same resolution demand an RTX 4080 or RX 7900 XTX. Maxing the game out at native 4K requires nothing less than an RTX 5090. However, Dawnwalker only requires a relatively modest 60GB of storage space.

The Blood of Dawnwalker will be available on Steam, the Microsoft Store, PlayStation 5, and Xbox Series consoles on September 3 for $69.99.

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Those requirements makes no sense.

7950X is a 16C/32T part yet they list an i5 as well, with 6 p-cores and a bunch of useless e-cores. Difference between 13600 and 13600K is almost nothing. Typo? They probably meant 13700K or 13900K.

However more of the requirements looks weird; Strange mix of current gen, last gen and even older stuff. Even Windows 10 which is EOL is listed.

Maybe those requirements are made 2 years ago, and then they added 5060 and 5090 before they posted them. That is the only hardware from current gen.
 
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Those requirements makes no sense.

7950X is a 16C/32T part yet they list an i5 as well, with 6 p-cores and a bunch of useless e-cores. Difference between 13600 and 13600K is almost nothing. Typo? They probably meant 13700K or 13900K.

However more of the requirements looks weird; Strange mix of current gen, last gen and even older stuff. Even Windows 10 which is EOL is listed.

Maybe those requirements are made 2 years ago, and then they added 5060 and 5090 before they posted them. That is the only hardware from current gen.
Your first mistake is thinking E cores are useless. This isnt the first gen of E cores. They are about on par with Zen 3 cores in actual IPC. So if those are useless, are all AM4 CPUs now useless too? Or does this only apply to intel?
 
Those requirements makes no sense.

7950X is a 16C/32T part yet they list an i5 as well, with 6 p-cores and a bunch of useless e-cores. Difference between 13600 and 13600K is almost nothing. Typo? They probably meant 13700K or 13900K.

However more of the requirements looks weird; Strange mix of current gen, last gen and even older stuff. Even Windows 10 which is EOL is listed.

Maybe those requirements are made 2 years ago, and then they added 5060 and 5090 before they posted them. That is the only hardware from current gen.
Yeah, the you need 4 more cores to go from high to ultra at 1440p shows whoever made this has no idea what they are talking about.
 
Your first mistake is thinking E cores are useless. This isnt the first gen of E cores. They are about on par with Zen 3 cores in actual IPC. So if those are useless, are all AM4 CPUs now useless too? Or does this only apply to intel?

Intel e-cores on 12-13-14th Generation are on par with Skylake in terms of IPC.

Zen 3 is much faster than Skylake, around 40%, but old tech and not fast compared to Zen 4 and current gen Zen 5.

E-cores are useless for my workloads. Low clocked and cache less or cache gimped cores I don't need on a desktop PC. Intel took big.LITTLE and applied it to desktop chips due to lacking MT performance. Adding more p-cores was not an option due to powerdraw issues.

14900KS pulls 500+ watts in MT workloads with no powerlimit.

E-cores improved on Arrow Lake but Intel don't sell much Arrow Lake parts and that platform has other issue and a dead-end (new socket when Nova hits). First here, they matched Zen 3 IPC with their e-cores, 5 years later.
 
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UE5 you say?
High system requirements you say?

It'll just run like crap like almost all other UE5 games do until maybe 12 months after launch when things get "fixed".

Never head of the game until now, but as ddferrari mentioned above, I don't want to play a game where there's a time limit on what I can/cannot do or get accomplished. That was the main turn off for me on FarCry 2 with the stupid malaria and medication you had to constantly take, no thank you, not fun.
 
I wonder what is the point of making games with "great" visuals when only 5% of gamer will really be able to fully appreciate? Most games with Unreal Engine 5 requires unreal hardware to benefit from the visuals. Of course you can lower graphical settings to claw back some performance, but if you lower it, then back to my first point, why bother "pushing graphical boundaries" when most people won't be bother with it. UE5 basically rendered even top end Nvidia Blackwell obsolete just few months after its release. So much so we are relying on framegen to make it seem like these games are running at high FPS.
 
I'm naturally a completionist when playing these sorts of games (every side quest, every option..) so putting a time limit on completing the game will be my biggest Hell-To-The-No!
I'm foreseeing a mod will come out shortly after release that somehow extends that time limit... (example - every morning the clock is reset to 30 days...)
 
Timelimit sounds pretty stupid, however I will need to know more about it. Mods or tweaks will probably be able to remove it.

1080p 60 fps requires 12 gigs of VRAM but a 5060 is supposedly also enough, odd.
Middle ground between 5060 and 6800 XT

8 + 16 / 2 = 12 that is probably how they did that... Haha
 
I wonder what is the point of making games with "great" visuals when only 5% of gamer will really be able to fully appreciate? Most games with Unreal Engine 5 requires unreal hardware to benefit from the visuals. Of course you can lower graphical settings to claw back some performance, but if you lower it, then back to my first point, why bother "pushing graphical boundaries" when most people won't be bother with it. UE5 basically rendered even top end Nvidia Blackwell obsolete just few months after its release. So much so we are relying on framegen to make it seem like these games are running at high FPS.

UE5 is a piece of crap. They demand a lot more hardware for a fraction of the visuals
 
Looks good - although I'm less keen on the 30 days maximum to finish thing. Like to take my time on an RPG.
 
Sounds like an interesting game but I'm not a big fan of the whole time limit thing. I game to escape such restraints
Sometimes these artificial limits are enjoyable, especially if the game is built around it.

Not advocating for the game, simply what I've enjoyed as someone with similar sentiments
 
UE5 you say?
High system requirements you say?

It'll just run like crap like almost all other UE5 games do until maybe 12 months after launch when things get "fixed".

Never head of the game until now, but as ddferrari mentioned above, I don't want to play a game where there's a time limit on what I can/cannot do or get accomplished. That was the main turn off for me on FarCry 2 with the stupid malaria and medication you had to constantly take, no thank you, not fun.
Stalker 2 had yet to be fixed is been years
 
Sometimes these artificial limits are enjoyable, especially if the game is built around it.

Not advocating for the game, simply what I've enjoyed as someone with similar sentiments
Well I just read this on Wikipedia, so there's a 99% chance now that I'll buy this game at some point ;):

'The player has 30 days and nights to achieve the overarching goal. Only actions that affect the plot, such as pursuing and completing quests, advance the time. Exploring the open world does not progress time. An hourglass indicates to the player how much time a quest or other activity important to the plot will take'

 
Well I just read this on Wikipedia, so there's a 99% chance now that I'll buy this game at some point ;):

'The player has 30 days and nights to achieve the overarching goal. Only actions that affect the plot, such as pursuing and completing quests, advance the time. Exploring the open world does not progress time. An hourglass indicates to the player how much time a quest or other activity important to the plot will take'

Yeah that sounds better. I still don't buy full priced games. And that was when they were 60 dollars lol.
 
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