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Digital Extremes is hosting its 10th TennoCon this weekend to celebrate 12 years of Warframe and the beginnings of its new IP, Soulframe. Ahead of the celebration, we saw a new gameplay demo of Soulframe presented by Digital Extremes CEO Steve Sinclair, Soulframe creative director Geoff Crookes, and senior community manager Sarah Asselin, and spoke with two members of the Soulframe dev team.
Soulframe narrative designer Sydney Hills and lead designer Scott McGregor answered our questions about the game’s new skill system; its French-speaking witch, Verminia; the singing bear, Bromius; and more.
Soulframe is a free-to-play, open-world multiplayer RPG with a fantasy setting that sits in contrast to Warframe’s sci-fi world. It’s much more rooted in a connection to nature, encouraging exploration of Midrath’s mystical wilderness. Instead of guns and lasers, think bows and magic.
GameSpot: Earlier, Steve spoke about how skill trees felt “boring,” and maybe not the right fit for Soulframe as a live service game, while showing off concept art of a new skill system. Can you speak a bit more about the new way of managing and obtaining skills, and how it works better for Soulframe?
Scott McGregor: If you’re familiar with the early days of Warframe, we had
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