Warhammer 40K Darktide dev reveals why the Xbox model took so lengthy – and the private ache of “Xbox when?”


It looks like Warhammer 40,000: Darktide by no means really bought its second within the solar. Its late 2022 launch was highly-anticipated, however circumstances main as much as the launch, the following (and seemingly indefinite) delay of the Xbox model form of made it begin on the again foot.

It didn’t assist that, as soon as gamers bought their fingers on the sport, they bumped into myriad issues: efficiency points on PC, lack of cross-play between Steam and Recreation Cross, and a stacked in-game retailer with the identical form of costs you’d see in a free-to-play sport had been simply a few of them.

All of it painted a extremely grim, cynical image – particularly coming from Fatshark, one of the crucial player-friendly builders within the enterprise. However it’s been almost a yr, and Darktide is a way more assured sport, and a extra a compelling product.


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A light-weight, within the black, or only a worry of the darkish? | Picture credit score: Fatshark

After spending a few hours taking part in an early PC construct of Patch 13, I bought an opportunity to talk to Fatshark.

And there was no manner I wasn’t going to begin with the Xbox Sequence X/S model. Although initially set to launch alongside PC, all point out of Xbox vanished. Each few months, Fatshark would announce an official delay, however the lack of clear data made issues worse.

“It was a final summer season once we determined to delay the Xbox [version]. It was a extremely, actually powerful choice, however I believe in hindsight, it was the precise choice,” design director, Victor Magnuson, informed me.

“We might have damage the sport rather a lot if we might have tried to do a simultaneous launch at the moment.

“[Personally], it has damage very a lot. Everytime we launch one thing and I simply learn the feedback, [it’s] ‘Xbox when’, and stuff like that. It isn’t simple.”


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A stranger in a wierd land. | Picture credit score: Fatshark

Recreation efficiency was one of many principal culprits. Fatshark’s video games are usually very CPU-heavy, due of the sheer numbers of enemies that get thrown on the participant, and the way in which the sport’s AI works within the background to keep up a sure stage of problem.

Anybody who performed the PC launch at launch will let you know how severely CPU-bound the sport was, and consoles usually are not recognized for having essentially the most highly effective CPUs, so it didn’t make sense to launch the sport on Xbox and face yet one more backlash.

“We felt that there isn’t any motive in bringing in new gamers till we fastened lots of these issues and in addition made the model pretty much as good as doable,” Magnuson added.

The wait was made worse due to how poorly the delay was communicated to gamers. It felt like a continually shifting goal, and never a set date you could possibly mark down and examine again nearer to it. One thing Magnuson is aware of.

“I believe we had been very afraid of giving false guarantees,” Victor Magnuson defined. “So we had been ready [until] we felt very, very positive that we had been truly in a position to launch on that date.”


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On this battlefield, no-one wins. | Picture credit score: Fatshark

Juan Martinez, government producer, additionally instructed that the workforce was overwhelmed with the work that wanted to be carried out to the PC model. Growing 13 main patches whereas optimising for the Xbox port takes lots of time, so Fatshark made the choice to deal with the problems at hand earlier than bringing one other platform into the fold.

“It will have been superior to speak extra and higher. The facility of hindsight makes that painfully apparent,” Martinez informed me. “[But] with the launch that we had, we [needed to take] a step again and form of rethink our plans in a manner.”

“I have been tempted so many occasions on Fb/Twitter posts to go in and say, ‘It is coming, don’t fret!’” Magnuson added.

That have has taught the developer to be cautious about what it broadcasts, and when. Through the interview, I couldn’t get the results in decide to a roadmap that tells gamers what they will count on down the highway – even when it’s clear that Fatshark is engaged on extra content material for Darktide.

Magnuson did deliver up the problem of devoted servers for Vermintide 2, although, a function the studio promised (and was within the works for some time, however didn’t find yourself seeing the sunshine of day).

“We’re actually cautious of promising issues that we will not ship on,” mentioned Magnuson. “We’ve got carried out that mistake beforehand – devoted servers for Vermintide 2 is an instance.”


Let the creatures out.

What about paid expansions? Vermintide 1 & 2 obtained their justifiable share of post-launch, paid content material. Fatshark wouldn’t say if Darktide would observe go well with, reminding me that the 40K sport has different types of monetisation, such because the in-game retailer promoting paid cosmetics.

“Proper now, our monetisation is premium cosmetics,” Magnuson defined. “I am not saying [paid DLC] is not possible. However proper now, that’s how we monetise the sport. And naturally, [selling] the sport.”

The subject of paid cosmetics was an particularly thorny one for Darktide, not due to their existence, however in the way in which they had been applied. The in-game retailer was there at launch, simply as gamers had been starting to grasp that the sport was missing in a couple of key areas. It left a foul style in gamers’ mouths, however taught Fatshark some worthwhile classes.

“Yeah, we we fumbled the ball there a bit of bit,” admitted Magnuson. “However we we have addressed it since then.”


Be fast, or be lifeless.

However whether or not the cash comes from skins, potential paid expansions, or easy sport gross sales, Fatshark is not abandoning Darktide. In truth, the workforce is simply emboldened to develop extra wide-sweeping modifications in the event that they make sense for the sport.

“We see no finish for this sport,” Magnuson mentioned.

“We won’t be afraid of doing issues like [the] class revamp, the place we utterly rethink a system and do one thing actually new. I truly suppose this has form of made us very wanting to do these kind of issues, the place we go and do issues that gamers by no means count on us to do.”

On this age of stay service, FOMO-driven video games, it was nice to see Magnuson and the workforce have a wholesome strategy in terms of retaining gamers engaged.

“We would like this to be a vacation spot sport,” he added. “I do not see Darktide as a sport that you simply play continually, however we hope it is a sport that gamers choose up each from time to time and are available again and play for per week or two or three or no matter.”

Having by no means uninstalled Vermintide 2 till the second I offered my PC, I do know precisely what he was speaking about. In truth, the four-year-old sport is getting a brand new profession for one in all its courses in only a few days. That is precisely why it didn’t make sense to uninstall it, as a result of I’d inevitably get invited to a sport at any time when new content material drops, and I can completely see that taking place with Darktide now that it’s discovered its footing.



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