Right out of the gate, Fatshark's Warhammer: Vermintide 2 was a success.
The title launched in March, selling 500,000 copies in its first two days. In its first fortnight on shelves, the fantasy co-op game had generated more revenue on PC alone than the first title had in its entire lifetime.At last official count, the game has sold over one million units.
Keeping in mind that the original Vermintide is on PlayStation 4 and Xbox One as well as PC, that's a pretty impressive feat.
So, when we sit down with Fatshark's CEO Martin Wahlund (Ed - yep, the dude with huge weapon pictured), he is understandably in high spirits.
"Obviously you never know what you're going to get when you do a launch of a game," he says.
"We had high hopes. We had enjoyed playing it internally so we knew we had a good game but then, of course, there's stuff like marketing and PR and stuff everything going in the right direction. We don't have a huge marketing budget, obviously, but we got a lot of support from both media and streamers and from gamers all over the world which was fantastic for us. As a small, independent company, it's always tough to get through. We knew we had a good game with the first one and a good following. But you never know when you do a sequel. A key thing for me - my mantra during development was finding the right balance."
Indeed, trying to do new things with a sequel is a fine line; developers have to retain enough of older releases as not alienate OG fans, while introducing new aspects to keep things fresh.
"If you keep too much and don't do too much new stuff it can feel like a cheap sequel. If you do too much, you can anger people because you're moving too far away. It's a fine line," Wahlund admits.
"We were more
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