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Extended Arbites Gameplay

[p]Aspiring Arbitrators of the Lex Imperialis! [/p][p][/p][p]As we promised with the release of the Arbites Gameplay Trailer at the PC Gaming Show, we’re bringing you a 7 minute long video showing gameplay of Arbitrators and their terrifying cybernetically-enhanced companions in their element, dispensing the Emperor’s justice with ruthless efficiency.[/p][p][/p][p]Give it a watch! [/p][p][/p][previewyoutube][/previewyoutube][p][/p][p]Regrettably, as this extended gameplay video is not a trailer nor, as it happens, a teaser, we were unable to stir the caption guy from his profoundly deep slumber - so you will have to do without this time around![/p][p][/p][p]Wishlist the Arbites Class today on Steam.[/p][p][dynamiclink][/dynamiclink][/p][p]The Emperor Protects.[/p][p]
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Arbites - Dev Blog: The Voices of the Lex

[h2]Hey Everyone,[/h2][p]
[/p][p]With the introduction of Arbitrators to the Mourningstar and to celebrate the upcoming release of our new DLC we’re going to talk a bit about the voice work. Matthew Ward, Michael Knight and David Wahlund tell us what it’s like working with Darktide’s cast and the process we go through to get the performances just right.[/p][p] 
[/p][p]What does the audition procedure look like?[/p][p]Matthew Ward: The casting process for Darktide never really stops. We’re always adding new characters to the game, which means that we’re always in contact with new talent, either for specific roles or with an ear to getting them involved at some point in the future when something suitable arises. 
[/p][p]As to how we find our actors, it’s always a mix. Some are from blind casting processes where our studio partners source self-taped auditions in line with a casting brief that we provide. Others we approach based on their past work in one medium or another, and more via recommendations from the recording studios or existing cast members. It’s a broad spectrum approach that over the years has given us a great mix of industry veterans, rising stars and the odd member of video game royalty.[/p][p][/p][p]In almost every case, the casting process ends with a directed live audition session at one of our studios, where we hone the actor’s interpretation of the character and hopefully hit that sweet spot of what works for them and matches what we’re looking for.
[/p][p]Of course, sometimes we hear something we didn’t know that we were looking for, and that’s really where the magic happens.
[/p][p]Michael Knight: I’m constantly blown away by the talent we manage to draw to our game. I think it speaks to the effort that’s always been put into the voices we feature in the Tide games.
[/p][p]Are there many Warhammer: 40,000 fans among the contenders?[/p][p]MW: It’s not something that we stipulate, but it’s always a bonus when it comes together that way, as the accompanying knowledge and enthusiasm always shows. Greg Jones and Alex Jordan are some examples from our longstanding cast, Michael Geary from our more recent intake. And of course, we have several actors who are familiar with the Warhammer: 40,000 setting from their work on other projects.
[/p][p]MK: We also often find people who’ve never interacted with the IP being fascinated by its depth (and darkness!)
[/p][p]How specific are the VO directions? I've seen footage of actors holding prop guns and running on the spot to get the right dynamic and exertion sound for the lines. Is there any more like that?[/p][p][/p][p]MW: Some of our actors - and they know who they are - would probably refuse to record if they didn’t have their stand-in weaponry to tote around. I’m almost entirely sure that’s healthy, and I’ll always say that if there’s any chance that they might be listening. Or armed.
[/p][p]But seriously, everyone’s method is different. We record almost exclusively with head-mounted microphones, which allow the talent to roam - or literally throw themselves - around the recording booth if they want. Others get the motion and inflection we’re looking for while standing still or perched on a chair. Whatever gets the results, gets the results.
[/p][p]What's the weirdest direction that has been given to a VA for this game?[/p][p]MW: I don’t know about “weirdest”, but something that always gets good results is directing the actor to shout at the recording engineer. It’s nothing personal (at least I hope not) but that always gets a great result. As far as I know we haven’t yet traumatised an engineer. In fact, most of them tend to end up grinning. People are strange.
[/p][p]David Wahlund: A maybe unknown and odd part of voice work is the exertions, efforts or grunts. It's the vocals that are not verbalized. In an action game we have a lot of these. When you swing the sword or get hit by a bullet for example. We have 15 different categories. Some efforts or grunts can be used in several different situations. For example a jump grunt can be used when you get pushed etc. These are all quite private sounds. Sometimes, especially when time is short, you might need to give an example yourself. That’s certainly weird the first time you do it. But by doing it yourself you might also take the edge out of the weirdness in the situation for the actor.[/p][p][/p][p]How does the performance process for the monstrosities work? How do you decide, or communicate to the actor "that's what we want this thing to sound like"?[/p][p]DW: As Matt mentioned earlier, the actor's interpretation is super important. We need to give them as much details and context as possible so that they can be creative. When it comes to creatures or monster-like humans, animations and graphics play a big part. So if you can give as much visual information as possible that will certainly help. What does the mouth look like? How does the creature move? All details matter.[/p][p][/p][p]What's the average length of a recording session?[/p][p]MW: Because we ask for a lot of shouting from our actors - “Darktide Conversational Level” has become a bit of a running joke because it’s really not that conversational - most sessions run for an hour, although some of our hardier actors are happy to record for longer sessions. It’s a style of performance that’s very demanding on not only the voice but the whole body.[/p][p][/p][p]How many lines on average are recorded in a session?[/p][p]MW: We plan for around a hundred lines a session. Often that goes higher - when the actor’s in the zone - and sometimes it goes lower, especially when it gets very shouty. It’s always a balance between speed, quality and the actor’s comfort, with the latter being the absolutely most important of the three.[/p][p][/p][p]We’re always adding new voice lines. How often does Fatshark have recording sessions?[/p][p]MW: It varies depending on what we want to capture. The Arbitrator sessions have been pretty full on (roughly 150 recording hours since the start of the year), but for other updates where we only need to add more NPC lines, it might just take a couple of hours. 
[/p][p]We might not invite an actor back into the booth for months (or even years), or sometimes they’ll be in for a couple of hours for several weeks (or months) in a row. It’s all about matching our needs to their availability. Most are very busy individuals, so we try to get our asks in early.[/p][p][/p][p][/p][p]Thank you for reading our dev blog on what goes into the performances and the work behind your new Arbites Class, releasing on June 23, 2025 on all platforms. We’ll be looking out for any questions over the weekend and we’ll do our best to answer them.[/p][p][/p][p]This is the Will of the Lex.[/p][p][/p][p]We’ll see you on the Mourningstar.
[/p][p]Wishlist the Arbites Class today on Steam.[/p][p][/p][p][dynamiclink][/dynamiclink][/p][p]– The Darktide Team[/p][p][/p][p]
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Arbites Gameplay Reveal & Deluxe Edition Announcement

[p]During today’s PC Gaming Show, we gave you a first gameplay glimpse at the Adeptus Arbites and announced the Deluxe Edition. [/p][p][/p][p]Check out the gameplay trailer below to see the Arbites unleashing their loyal Cyber-Mastiffs upon lexbreakers, and delivering judgment with extreme prejudice.[/p][previewyoutube][/previewyoutube][p]We’re not done yet.[/p][p]In the lead-up to launch, we’ll be releasing more reveals. We’ll also be sharing more over the coming days, including a longer gameplay video on June 12. Additional dev blogs on the Arbites' talent tree, weapons, and more, will be published in the weeks prior to release. [/p][p][/p][p]On June 23, you’ll be able to purchase the Arbites Class in two different editions:[/p]
  • [p]Standard Edition: $11.99 / €11.99[/p]
  • [p]Deluxe Edition: $18.99 / €18.99[/p]
  • [p]Cosmetic Upgrade (Upgrade to Deluxe): $7.99 / €7.99
    [/p]
[p]The Deluxe Edition includes the class and cosmetics for your Arbitrator and Cyber-Mastiff:[/p]
  • [p]Arbites Class[/p]
  • [p]1 Unique Class Outfit[/p]
  • [p]1 Unique Companion Outfit[/p]
  • [p]1 Portrait Frame[/p]
  • [p]4 Weapon Skins[/p]
[p][/p][p]Thanks for sticking with us through this reveal, we’re beyond excited for you to take control of the Arbites on June 23, 2025! Make sure to wishlist the Arbites Class now so you're ready to restore order on Tertium Day 1.[/p][p]

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Behind The Arbitrators - BTS Dev Blog

Hey Everyone,
[p][/p][p]To celebrate the upcoming release of our new DLC and the introduction of Arbitrators to the Mourningstar, we’re going to delve into the lore behind them. As always, we want to give you an overview, but we’ll be leaving some things unsaid for you to discover for yourself.[/p][p][/p][p]To the people of the Imperium, the officers of the Adeptus Arbites are instruments of repression. Visible and feared enforcers of Imperial tyranny, the Arbitrators uphold the Emperor’s justice, but the laws they ruthlessly enforce have nothing to do with protecting the innocent or the weak. The Lex Imperialis exists to ensure the perpetuation of the despotic Imperial machine, for the alternative is anarchy and the extinction of Mankind.[/p][p][/p][p]By contrast, the primary duty of the Adeptus Arbites is to make sure that the Imperial tithe is paid in full and on time. Their squads of armoured officers put down industrial riots that would endanger a world’s production quotas, close down traffickers bleeding useful workers away from their rightful position and break up illicit trading cartels that imperil sub-sector economies or, worse, treat with xenos. Planetary governors who evade their tithe payments can also find themselves under the Arbitrators’ eyes.[/p][p][/p][p]The men and women who dispense justice as Arbitrators are grim and uncompromising individuals. Arbitrators must be harsh in the execution of their duty; mercy is a weakness unbecoming of an officer of the Lex Imperialis.
[/p][p]To find out more about the role the Arbitrators are going to play in the war for Atoma, we spoke to Michael Knight and Matthew Ward.[/p][p]
[/p][p]Are the Arbitrators going to be Rejects? Do they start aboard the Tancred Bastion?[/p][p]Michael Knight: The Arbitrators are definitely not Rejects. They’ve always had a presence on Atoma, working to enforce order and ensure that the Imperial Tithe was met. In fact, the Tancred Bastion was actually an Adeptus Arbites prison ship. Not only do they hold Grendyl responsible for the mass breakout that followed Wolfer’s escape, they’re really not happy that Zola has put convicts to work as a private army.[/p][p][/p][p]Matthew Ward: In fact, they’d dearly like to be in charge of the warzone.[/p][p][/p][p]MK: Totally. The problem they have is that an Inquisitor’s relationship to the Lex Imperialis (the law that governs the Imperium) is… let’s say it’s “complicated”. As an Arbites player, you’ll arrive on the Mourningstar some time after the events of the Reject prologue, ready to join the fight.[/p][p][/p][p]How are the Arbitrators introduced to the Narrative?[/p][p]MW: As Mike’s already hinted at, they were always active on Atoma - we just haven’t crossed paths with them yet. Up until now, Marshal Vortern has stood by and let Grendyl’s Warband handle the invasion, but now he’s decided that the Arbitrators will be taking a more active role.[/p][p][/p][p]How many different Personalities can Arbitrator players choose from?[/p][p]MW: As with the other (non-Ogryn) classes there are three distinct Personalities to choose from, with a male and female version of each. 
[/p][p]The Authoritarian, performed by Devora Wilde and Mark Takeshi Ota, is very much a by-the-book Arbitrator, unflinching in their duty to the Lex Imperialis. By contrast, the Fatalist, played by Lara Sawalha and Michael Geary, is much more aware of the price that law-keeping exacts. Last of all is the Maul, brought to life by Alix Wilton Regan and David Boyle. They’re a lot more…[/p][p][/p][p]MK: Antisocial.[/p][p][/p][p]MW: Yes, that’s a good way to put it.[/p][p][/p][p]Is there going to be an Arbitrator NPC aboard the Mourningstar?[/p][p]MK: There is indeed. Proctor-Exactant Zorin serves as Marshal Vortern’s representative aboard ship, directing the efforts of the Arbitrators under his command. He might not have a huge impact right away, but he’s a constant reminder to all that the Emperor’s judgement is now present aboard the Mourningstar. We may even see him running missions and more in the future. Rannick and his team are already resentful of how Commissar Dukane has inserted herself into the War for Atoma. The last thing they need is another source of interference. But the Lex is the Lex. There’s only so much they can do, especially as Grendyl’s still refusing to show his face.
[/p][p]Do you think they’ll learn to work together?[/p][p]MW: We’ll have to see. What’s the worst that can happen?[/p][p][/p][p]
[/p][p]Thank you for reading our dev blog on some of the lore and narrative behind your new Arbites Class, releasing on June 23, 2025 on all platforms. We’ll be looking out for any questions over the weekend and we’ll do our best to answer them.[/p][p][/p][p]This is the Will of the Lex.
[/p][p]We’ll see you on the Mourningstar.[/p][p][/p][p]Wishlist the Arbites Class today.[/p][p][dynamiclink][/dynamiclink][/p][p]– The Darktide Team[/p][p]
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Introducing: The Cyber-Mastiff - Dev Blog

A cybernetically-enhanced attack hound never far from your side. Send your kill-dog to disable
priority targets, maul enemies, and provide vital support to your strike team.


Hello everyone!


This is the first of several developer blogs centered around different aspects of the recently
announced upcoming class, the Arbites! This dev blog will focus on a key aspect of the Arbites’
gameplay: His loyal pet and companion, the vicious Cyber-Mastiff! This deadly enhanced
canine darts through the battlefield, mauling criminals and pinning them down so that
Judgement may be passed upon them.

We’ve interviewed Game Designer Gunnar, Gameplay Programmer Diego, Animator Olliver,
and Sound Designers Jonas & David, to find out more about what the dog is like and how it was developed.


[h3]What is a Cyber-Mastiff?[/h3]

The Cyber-Mastiff is a massive, deadly robotic Imperial hunting dog, bred, trained and enhanced to track and catch their master’s prey. How much of a Cyber-Mastiff’s body remains organic and how much has been replaced with mechanical enhancements depends on each hound. Many have been entirely servitorised but they’re all ruthless killing machines.

The Adeptus Arbites routinely deploys agents with a loyal Cyber-Mastiff companion, and our
Arbites class is no different: The Cyber-Mastiff is core to the Arbites’ gameplay.



[h3]Design and Gameplay[/h3]

What was the process when designing the Cyber-Mastiff?

When we were thinking about which class we could do, what direction we could go in and what
was feasible for a class, the Arbites was on the table, and we were never going to do the Arbites and not do the Cyber-Mastiff. The dog is a core theme of what makes Arbites different from the other classes, so as soon as we decided on the Arbites as a class, we had decided on doing the Cyber-Mastiff.

We looked at different games that had done companions as a mechanic, dogs or not. There
were all different sorts of avenues of what makes a good companion and how it needs to differ in our game due to our unique combat loop. From that initial idea, we developed the design and set these directives:
● The dog should always act how the player expects it to
● The dog should always be in the player’s field of view
● The dog should never be in the way.

That was the gist of it; an initial idea, set goals, and then start developing it from there.

How does the Cyber-Mastiff work, gameplay-wise?

From the very beginning, we wanted the Cyber-Mastiff to be a full companion, to accompany the player through every step of the mission. That was our end goal. In case that proved too difficult, we were prepared to fall back on a more simple implementation that would have it be a temporary ally. Maybe you summon it to attack and pin down an enemy, or it’d only stick around for a limited time on a cooldown, that sort of thing.

But we never wanted this as a solution if we could avoid it, so we’re very pleased with how it’s
turned out. From starting the game and loading into the Mourningstar, to the end of a
mission you’re gonna have a companion, the Cyber-Mastiff. It will follow its master
throughout the mission, always staying in sight when out of combat. Usually it’ll be to the sides, but if the area is more cramped or filled with obstacles it can instead opt to be in the front.

In combat, the Cyber-Mastiff will mostly act on its own, picking out enemies to harass and
attack, but you can command it to attack specific enemies like Elites or Specials by
pinging said enemy twice.


Like the Pox Hound on the players, it will pounce and lock down human-sized enemies. On the
Ogryns it will do a heavy stagger and some damage, but it’s not gonna lock them down
permanently. On Monsters, it will attack and it will bite. It’s not gonna do much on the stagger
front but it’s definitely gonna pack a punch.

“And then of course you can command the dog to attack something else, like if it’s attacking a
Berserker on the ground and you want it to chase down a sniper, you can do that.” ~ Gunnar


When not following an order from the Arbites player, the Cyber-Mastiff will move independently on the battlefield, picking out what it thinks is the best target and chasing it down on its own. It can even rescue its master when disabled by a Pox Hound or a Mutant.

While it will often find itself in the thick of danger, the Cyber-Mastiff is very good at taking care of itself. In-game, it cannot be shot or take any damage, and enemies will instead opt to focus on you and the rest of your strike team as it darts around the battlefield. Darktide is a fast-paced game and we did not want players to have to worry about their loyal companion instead focusing on directing it towards high-priority targets while laying down fire on the remainder of the enemies.

Through the talent tree, you can further improve the Cyber-Mastiff’s capabilities with certain
nodes. How many nodes you dedicate to the dog and how many you dedicate to improving your own personal arsenal will drastically change how your Arbites ends up!

You can also opt out of the Mastiff if you want to; there’s a talent in the tree that removes
the dog if you’re going for a different playstyle or player fantasy, and you’ll get some pretty
decent bonuses to make up for the lack of a companion.

What were the challenges when designing and developing the Cyber-Mastiff?

We had to be very careful about the Mastiff’s power. In Darktide, if you’re sufficiently skilled, a
player can achieve some amazing feats on their own and overcome some really tough
situations by yourself. Adding the Cyber-Mastiff on top of that had the potential to create some very overpowered scenarios.

So while it can lock down elites and rescue you from certain situations, you can’t just run around blocking and hope to finish the level letting the Mastiff kill everything.

Mainly, though, since Darktide didn’t have any systems for something like an AI companion, we
had to develop everything from scratch, especially how we were going to make it move. The
work done on Vermintide 2’s Necromancer class wasn’t suitable for this use case (although
many lessons were learned from that implementation), the Cyber-Mastiff’s behaviour and
gameplay was just too different.

Making the dog navigate the levels smoothly, while always being in your field of view but also
not being a bother or in the way was the most difficult part. The pathfinding had to be solid and consistent throughout the level as the Cyber-Mastiff accompanies its master.

“Since the dog is a part of you, we couldn’t just make the game go ‘Oh, the dog is in a bad
position, we just despawn it and bye bye’. […] We want it to always fall in a good position.” ~Diego

We also went through several iterations of how we handled the player issuing commands to the dog. We couldn’t just add a whole new input and use that, we had to work with the inputs and commands that we already have in-game. We toyed with having it as a Blitz, or as a Combat Ability, but in the end we opted for relying on the tagging system, by double tagging.



[h3]Animations[/h3]

While we had a solid base to start with thanks to the Pox Hound, a lot of work had to be done to make the animation set for the Cyber-Mastiff. This involved a rework of the locomotion system and a suite of brand new animations.

“For references, I’ve been looking at A LOT of dog videos, and we’ve been quite lucky to have several dogs in the office that I have been recording for reference data. Sadly I haven’t done any mocap for the dog, but they’ve been good actors for videos, hehe.” ~ Olliver

Molly hard at work!

When making new animations, the process involved a lot of iteration. The basic workflow
involved getting references, making a rough blockout animation to test in-game, then either
re-do or commit to it with a more polished animation that would fit the final product.

A guiding principle while making the animations was to properly convey that the Cyber-Mastiff is not a cute dog. It’s primarily a lethal killing machine, and it is also a cyborg! The animations
need to be ruthless and cold, as well as robotic and stiff in some places, rather than fluid and
playful; all while still properly acting like a dog.

At the same time, however, we wanted the player to be able to engage with the companion in
fun ways. In the Mourningstar, where things are more relaxed, you can do things like give
casual orders to the dog, such as telling it to bark or sit. You can then reward the Mastiff with
food or by petting it!

These kinds of animations were the most fun to implement, but they also proved a challenge in design, as the interactions had to be implemented without going against that guiding principle (mentioned above).

“Overall, working with a quadruped is difficult. […] I do like animating, like, monsters and
creatures and stuff. But in my previous works they’ve mostly been enemies, so they had very
stiff behaviour. And the challenges with the dog were that we realized as we went that ‘Oh, we
need this. Oh, we need that’.” ~ Olliver




[h3]Sound Design[/h3]

Almost from the very beginning, the process for designing the Cyber-Mastiff’s sounds was split into two areas:
● The voice, which covers things like barks, growls, breathing sounds and so on ● And
the sound effects, which covers every other sound involved, like footsteps, bites,
mechanical gear and the like.

Voice
The very first step was finding a base for the voice of the Cyber-Mastiff. Looking through various sound libraries, our Sound Designers searched for dog sounds that sounded big and imposing to fit the aura of the Arbites’ Mastiff. Barks, whines, attack sounds, and especially breathing sounds.

“[…] we finally got it into the game with help from coders and then we got instructions that it was a bit too much like a normal dog. […] they wanted more aggressive sounds mixed into the voice. That’s when David took over and took a shot at making it more monstrous.” ~ Jonas

“[…] I then went through and found all kinds of other growls and barks, from bears, tigers and
lions, and pretty much surgically fit them to match the dog sounds Jonas made. […] So it had a
lot more aggressiveness, basically. A deeper voice, and louder as well.” ~ David


Making the Mastiff sound menacing enough wasn’t the only challenge! Due to the cyborg
enhancements, a Cyber-Mastiff can sound more or less robotic, and this depends on what
cosmetics the player equips on their dog. This led to the Sound Design team making three
separate ‘voices’ for the Cyber-Mastiff: a fully ‘natural’ voice, a fully robotic one, and one in
between.

This has also been the hardest part of the Cyber-Mastiff’s sound design: Having a ‘cyber’ voice
that sounds cool while still sounding like a dog and making sense. It wouldn’t do to just have
any robot voice, after all.

“It needs to be a cool 40K dog. […] That’s why we want it to sound cool, especially when it’s
more cyber-dog as well. ‘Cause we want to set some kind of staple, like ‘This is how Cyber
Dogs sound in Darktide’. That’s why it’s so important to nail it.” ~Jonas


Sound Effects and Foley
Depending on what Cyber-Mastiff cosmetics the player has equipped, it can affect which of the
Cyber-Mastiff’s legs are made of metal and which aren’t. This led to us needing proper sounds
for different combinations, so that the dog would make the correct sounds when moving around depending on your set up.

This was also an opportunity for our designers to make their own sounds from scratch rather
wherever possible. A metal cycle pump, for instance, was a perfect base for the metal footsteps, and sound recordings of it in different locations and on different surfaces gave plenty of material. Or using a glove with paperclips at the tips to make the normal paw sounds!

When you hear the Cyber-Mastiff move, you’ll probably be hearing one of these!

Playtesting led to a lot of fine tuning and iteration on the volume levels of the different sounds, the footsteps, the barks and so on. The player should be able to hear those sounds without it being annoying, which was a particular challenge with the metal footsteps. At the same time, the sound of combat should drown out some of the sounds but you should still be able to hear the voice of your own dog.



[h3]Bonus questions[/h3]

Will the Cyber-Mastiff have cosmetics?
Yes! You’ll be able to customize their loyal companion by giving it a name and picking its fur
colour and pattern!

Players will also be able to further customize their loyal companion with various cosmetics,
obtained either from the class penances and through the Commodore’s Vestures.

Can you pet the Cyber-Mastiff?
Yes! Only in the Mourning Star, but there’s various interactions you can have with your
companion in the hub, including giving it a quick pet for being a loyal companion.

Is the Cyber-Mastiff a good dog? “I mean… It’s a good dog… to its owner. It’s a terrifying killing machine to everything else.” ~
Gunnar

“I want to give a shoutout to Molly here at the office, which is the Art Director’s dog. She is such a well-trained dog […] and she’s been a great source of inspiration for me, haha.” ~ Olliver


Good job, Molly!



That’s all we have for today, but stay tuned! More Dev Blogs about the Arbites will be released
soon!

This is the Will of the Lex.

We’ll see you on the Mourningstar.

Wishlist the Arbites Class today on Steam.

https://store.steampowered.com/app/3710910/Warhammer_40000_Darktide__Arbites_Class/
– The Darktide Team