Infamy in Rebel Wolves’ The Blood of Dawnwalker is about more than just getting on the bad side of Brencis and his followers. It’s a lifestyle, one that turns the world more hostile and brings unlikely allies, like the resistance, to your side. However, it’s just another part of tracking Coen’s bonds with those he meets, ensuring a “lot of reactivity” in quests, as explained by creative director Mateusz Tomaszkiewicz.
“We track your choices individually on a more detailed level,” he told Game Informer. “Because of that, we have a lot of reactivity to your choices in the quests. NPCs might remember certain things you do and react to them in other places.”
“You can build relations in our game, not only through normal dialogue, but also action,” adds game director Konrad Tomaszkiewicz. “We have a lot of different activities and quests in the game. Some of them are flashy and you have combat or magic, and some are subtle or more calm, but you have people with whom you can speak or do some other thing to help them and build your relations.”
Of course, it’s implied that those connections extend to the sub-bosses working under Brencis, like Xanthe the Dark Mistress. We’ve seen Coen try to go toe-to-toe with her in a losing effort, but if you pursue her side quest, the result may change. And the only way to find out is by building Infamy, i.e. doing all the things that she would hate.
We’ll find out how much more reactive the world can be when The Blood of Dawnwalker launches on September 3rd. A typical playthrough will take about 50 hours or so to complete (if you don’t skip everything), much more than Rebel Wolves initially aimed for, but the deadline to save Coen’s family isn’t where things end. For all the latest details, check out our feature.















