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

Kath Santarin
10 Min Read

It looks as if Warhammer 40,000: Darktide by no means actually acquired 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 type of made it begin on the again foot.

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

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All of it painted a very grim, cynical image – particularly coming from Fatshark, one of the crucial player-friendly builders within the enterprise. Nevertheless it’s been practically a 12 months, and Darktide is a way more assured sport, and a extra a compelling product.

A lightweight, 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 acquired an opportunity to talk to Fatshark.

And there was no approach I wasn’t going to begin with the Xbox Collection 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 time once we determined to delay the Xbox [version]. It was a very, actually robust choice, however I feel in hindsight, it was the proper choice,” design director, Victor Magnuson, advised me.

“We'd have damage the sport loads if we'd 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 is not simple.”

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A stranger in an odd land. | Picture credit score: Fatshark

Sport efficiency was one of many fundamental 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 aren't recognized for having essentially the most highly effective CPUs, so it didn’t make sense to launch the sport on Xbox and face one more backlash.

“We felt that there isn't any motive in bringing in new gamers till we mounted lots of these issues and in addition made the model nearly 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 consistently shifting goal, and never a set date you could possibly mark down and verify again nearer to it. One thing Magnuson is conscious about.

“I feel we have been very afraid of giving false guarantees,” Victor Magnuson defined. “So we have been ready [until] we felt very, very positive that we have been really capable of launch on that date.”

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

Juan Martinez, government producer, additionally steered that the group was overwhelmed with the work that wanted to be completed to the PC model. Creating 13 main patches whereas optimising for the Xbox port takes lots of time, so Fatshark made the choice to concentrate on the problems at hand earlier than bringing one other platform into the fold.

“It might have been superior to speak extra and higher. The ability of hindsight makes that painfully apparent,” Martinez advised me. “[But] with the launch that we had, we [needed to take] a step again and type of rethink our plans in a approach.”

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

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

Magnuson did carry 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 won't ship on,” stated Magnuson. “We now have completed that mistake beforehand – devoted servers for Vermintide 2 is an instance.”


Let the creatures out.

What about paid expansions? Vermintide 1 & 2 obtained their fair proportion of post-launch, paid content material. Fatshark wouldn’t say if Darktide would comply with swimsuit, 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 inconceivable. 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 have been applied. The in-game retailer was there at launch, simply as gamers have been starting to understand that the sport was missing in a number of key areas. It left a foul style in gamers’ mouths, however taught Fatshark some precious classes.

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


Be fast, or be useless.

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 group 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 stated.

“We is not going to be afraid of doing issues like [the] class revamp, the place we fully rethink a system and do one thing actually new. I really assume this has type of made us very desirous to do all these 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 group have a wholesome strategy in terms of maintaining gamers engaged.

“We wish this to be a vacation spot sport,” he added. “I do not see Darktide as a sport that you just play consistently, however we hope it is a sport that gamers decide up each every so often 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 certainly one of its lessons 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 occuring with Darktide now that it’s discovered its footing.

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