2019-05-01_PC_Gamer_(US_Edition

(singke) #1

Warhammer Vermintide II: Winds of Magic


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As with the other
enemies, Beastmen
will have lots of
variation, including
armor and
shields.

I


executive producer of Vermintide II.
“We didn’t have time to test properly,
and we got some bad publicity for it.
It was right, because we didn’t do our
work properly, but that has made us a
bit more cautious.”
“More professional,” says
Wahlund.
Fatshark slowed down and took
stock of where they were and where
they wanted to go. “We worked on
the infrastructure,” says Wahlund.
“We needed to think about where we
want to be in five years, because we
want to build a game that people can
play for a long time. We needed to do
some organizational change
internally and figure out how we
handle a game that will live for many
years.”
Vermintide II’s first year has been
a learning experience for the small
Swedish studio. And while Fatshark
made the internal changes needed to
secure the game’s long term future,
its existing playerbase grew impatient
for both new content—just five new
levels, across two paid-for DLC

t’s easy to get carried away,” says
CEO Martin Wahlund. “You’re
proud of the game, you’re proud of
the reviews, and then suddenly you
get scared as well. People are
playing it!” After Vermintide II’s
release, Wahlund found himself
reacting to every bug report and
complaint. At one point he
messaged the team late at night
because of an error report that,
upon investigation, was down to
the player’s own internet
connection being down.

Some of the game’s early patches
didn’t receive enough testing, causing
them to break other parts of the
game. “It’s such a bad experience for
the player,” says Wahlund. “If you’re
playing, and starting a career and
using a certain weapon, and we break
that weapon or break that career, it’s
like we ruined it.”
“We had some bad experiences in
the beginning where we were a bit
too eager and released [an update] a
bit too early,” says Mårten Stormdal,
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