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Soulframe’s Incredible World Is Built, In Part, From Scottish Slang And Ancient Bear Mythology

July 19, 2025
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Digital Extremes is internet hosting its tenth TennoCon this weekend to have a good time 12 years of Warframe and the beginnings of its new IP, Soulframe. Forward of the celebration, we noticed a brand new gameplay demo of Soulframe offered by Digital Extremes CEO Steve Sinclair, Soulframe artistic director Geoff Crookes, and senior group supervisor Sarah Asselin, and spoke with two members of the Soulframe dev workforce.Soulframe narrative designer Sydney Hills and lead designer Scott McGregor answered our questions in regards to the sport’s new talent system; its French-speaking witch, Verminia; the singing bear, Bromius; and extra.

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Now Enjoying: Soulframe: Preludes – Gameplay Highlight Trailer

Soulframe is a free-to-play, open-world multiplayer RPG with a fantasy setting that sits in distinction to Warframe’s sci-fi world. It’s rather more rooted in a connection to nature, encouraging exploration of Midrath’s mystical wilderness. As a substitute of weapons and lasers, assume bows and magic.In case you’re enthusiastic about attempting the sport for your self, you may join proper now on the Soulframe official web site. Digital Extremes is granting Soulframe Preludes entry to all gamers who join throughout TennoCon weekend, earlier than July 20 at 11:59 p.m. ET.GameSpot: Earlier, Steve spoke about how talent timber felt “boring,” and possibly not the suitable match for Soulframe as a stay service sport, whereas displaying off idea artwork of a brand new talent system. Are you able to communicate a bit extra in regards to the new method of managing and acquiring expertise, and the way it works higher for Soulframe? Scott McGregor: In case you’re acquainted with the early days of Warframe, we had a model of a talent tree. And we discovered it did not work. After which, we repeated the identical downside once more [laughs]. And in Soulframe, we had been making an attempt to attempt to tie it to… a broader class of weapons to kind of make that tempo work with the size of the sport that we’re making. The video games that we make, clearly, are hundreds of hours. You recognize, we’re getting gamers, hopefully, in for a very long time, proper? Now we have a number of gamers which have been with us on Warframe for the complete 12 years.And designing programs that may be fascinating and deep sufficient for that period of time is a problem. So, clearly, seeing the place we had been on the talent timber, we felt, once more, it wasn’t going to work for us. So we’re pivoting to a system that is extra open-ended, and extra one thing that you may add to shortly, and out of sync. Talent timber kind of undergo from this downside [where] it’s important to respect all of the participant’s funding in it.So, a participant that has been with us for a really very long time… for those who add one thing cool and new to the sport, they’ll get the factor that is on the very finish of the tree, proper? A brand new participant that, , joined 5 years in, can not. Or somebody that simply, , occurred to look at a dev stream is like, “Oh, these new expertise that you simply’re including to the sport look actually cool. I wish to try this sport.” After which they take a look at the talent tree and go, “Oh my God, that is hundreds of hours simply to get to the tip the place I can get this last new talent.”Whereas an open-ended system, the place you may add issues and take away as we develop them, permits new and outdated gamers to expertise these issues. So I believe that is without doubt one of the explanation why we’re doing this. It is like making a system that may develop with us.The Envoy combating a troubled Bromius.McGregor: It is not 100% [one way or the other]. [Your] development of the quantity [of skills] that you may slot can be tied to the development of the weapon class. So for those who’re utilizing bows, you may have like a bow talent ninja scroll sort factor that you may slot in–different bow strategies and bow expertise. After which, as you get higher with extra bows, you [will] have extra slots to fit [skills] in. After which discovering the person expertise can be primarily based on what’s on this planet. Like yow will discover it from an ancestor, or decide up a uncommon one from a drop, or one thing like that.We met this French-speaking witch, Verminia–who I like by the best way, as a result of I communicate French–and it was talked about that language is necessary in Soulframe. Does language range tie into the narrative, or is it extra of an total vibe or feeling you had been going for when increasing or fleshing out the world?Sydney Hills: Yeah, undoubtedly an enormous a part of the soul of Soulframe is the completely different languages and the completely different accents. We have labored with voice actors from tons of various locations already. Kim Bonifay, who voices Verminia–she’s French, [but] I believe she’s positioned in London, England. Additionally, for the Bromius quest, we acquired Øystein Kanestrøm, who’s the voice of Bromius. And he’s Finnish, recording from Finland.I do know in my writing, I supply a variety of inspiration from historic languages and historic slang. For our final replace, we acquired a bunch of Scottish voice actors in for all of those NPCs round Dendria, which is our pseudo-Scottish city. And I realized a lot good Scottish slang and it was a lot enjoyable [to learn]. A number of the time, I might come into the recording classes with some Scottish slang within the script, and the Scottish actors can be like, “So does this imply he is drunk?” And I might be like, “Effectively, no, I believed that meant he was drained.” They’re like, “Nope, this implies drunk.” Each Scottish slang [term] means drunk for those who actually resolve it [laughs].Bromius taking a look at an acorn.In any case, tangent, however undoubtedly within the Bromius quest too, we had a variety of affect from Finnish mythology [and] Finnish language. There’s this phrase… a Finnish phrase, [and] it type of means “tears of the deep forest spruce.” And once more, it is alcohol. It is one other euphemism for moonshine.McGregor: Oh, actually?Hills: Doing that kind of early language [research] undoubtedly helps encourage a variety of the themes. It undoubtedly helped encourage the Bromius quest. And, , what would a tree cry? It will be sap.What are among the challenges you face when crafting a story for a stay service sport in these early phases, whereas gamers are nonetheless taking part in Preludes, and it isn’t, , absolutely open but? How far forward do it’s important to look and plan for a sport that desires to develop 12 months after 12 months?Hills: Narrative-wise, it is undoubtedly a variety of guessing. There’s rather a lot. There’s some issues that we all know for certain. Now we have actually huge plot factors surrounding a few of our huge villains and our huge heroes, and folks that we’ll want to avoid wasting. However a variety of it… comes up organically in writing weapon descriptions or location textual content in-game.It is a variety of, , very gradual constructing, and each occasionally I am going to insert one other, “Okay, there’s one other place on this world known as ‘Skelflind.’ And now that is a factor, and we will draw on it later. It is a variety of following threads of what we discover fascinating and hoping that they will all match collectively in the long run.That sounds actually troublesome, I am not gonna lie [laughs].McGregor: There’s a variety of planting seeds. You are leaving little nuggets of stuff that you will come again [to] years later and be like, “Oh, effectively, that is what I meant again then about that factor that I solely talked about in a single sentence.” However we broaden that later. I all the time discovered that was tremendous fascinating in regards to the Warframe growth. Stuff that was, , vaguely referenced in very early lore, turns into this nice huge factor in a while. And I believe that was implausible. And I believe Soulframe will observe that very same path.The Envoy exploring the woods.McGregor: It is a completely different class. So, sidearms are our subsection of weapons that may solely match into that slot. I will not say that we cannot permit you finally to combine and match and put a sidearm into your primary [slot] or your primary into your sidearm [slot]. That would find yourself being a factor, however presently, proper now, we’ve got them in two [different] buckets.However there can be completely different choices in your sidearm. So you can get a magic casting wrist gauntlet to your sidearm. Or you can get a wrist-mounted bow. It is not all the time simply gonna be blades or maces, or stuff like that. There will be a wide range of weapons in each classes.I believe group supervisor Sarah [Asselin] was speaking about it, and she or he stated that the sidearm could be very distinctly not [a] secondary weapon.McGregor: Yeah… I believe Steve [Sinclair] is rubbing off on Sydney, too. They like to call things–give them names for Soulframe. Which, , makes my life troublesome as a result of I all the time detect this stuff after we’re attempting to speak about them in public. As a result of it is like, “It is your sidearm,” [but no,] “It is your secondary.”I believe that is what’s nice in regards to the video games that we do make is [that] we go that little bit additional to be sure that they’ve a taste and a uniqueness. It is not simply the identical factor that everybody makes use of. We attempt to verify we put one thing on it that makes it distinctive to our sport.The brand new Wazzard of Wastes enemy.McGregor: For me, presently the best one I believe we have got was the alt fireplace for the bows. ‘Trigger [it’s] like a rain of [arrows] in an space of impact. I believed that was a pleasant play on one thing that is kind of… there’s bows in a variety of video games, and there is a variety of methods to do it. And I believed that felt actually distinctive to us.The mechanic that we have been actually buzzing about within the demo is–if you noticed it within the stay demo–was the [ability to] replicate magic forwards and backwards. It was like a wizard on wizard battle. So, you may truly ping-pong that projectile forwards and backwards, like a parry, proper? With swords, that is the way it works. In case you’re timing it proper, you may truly bounce that forwards and backwards. And each time that projectile goes forwards and backwards, it will get a bit of bit extra highly effective. So, touchdown that shot might really feel very wonderful in case you are the one sending it. That was one which’s been tremendous well-liked within the studio, that feels actually superior.Hills: Magic ping-pong. Has anybody known as it that but?McGregor: I do not know [laughs]. I am ready for you guys to call it so I can stumble over it later.Hills: Magic ping-pong. Write that down [laughs].McGregor: After which, future issues. For me, it is Motes. Now we have a Mote system within the game–it’s simply type of bland. It is simply stats. And we have give you this [new] concept that the Motes are creatures that stay in your sword and provides your sword distinctive talents.As that system progresses and begins to come back collectively, and we add to it and alter it, it is beginning to actually really feel distinctive to the sport. So, I am enthusiastic about the place that is heading as a future factor I am engaged on.The Motes menu, the place you select upgrades and buffs.Soulframe is constructed on a narrative tied to nature. And we will see that in environments and characters just like the bear, Bromius, within the demo. Was there any emphasis being placed on including extra speaking or singing animal encounters or companions? As a result of I am imagining a Disney princess vibe, however simply extra harmful.Hills: Yeah, the present lore is it is simply our Omen Beasts who can communicate. All the different animals in-game, presently, are simply cute little chittering noises. Although we had been speaking [about]–[and] somebody made a joke as we speak about [it having] a Pied Piper vibe–a bunch of little singing and dancing animals following behind a bard. And I believed that might be actually cute in the event that they sang.However no, I believe for now, our Omen Beasts… embody nearly the collective spirit of the animal species that they stand for. So Bromius is the collective spirit of all the bears in Midrath. And so, due to that, he has this additional supply of energy that enables him to speak with the Envoy. And I am certain we’ll maintain constructing on that with new Omen Beasts sooner or later.Are there any tales or tales you are taking inspiration from when crafting the narrative that folks won’t anticipate?Hills: Since engaged on Soulframe, I’ve gotten tremendous into historic mythologies. And after we first began speaking about doing a bear Omen Beast, I undoubtedly did my little analysis to see what sort of cultures have bears of their myths. And there is a variety of them. We ended up going with the Finnish inspiration as a result of Finland actually is keen about their bears.Nonetheless, [bears] persist within the mythology [of several cultures]. Again [in] BC–like prehistoric or early historic, historical antiquity period, they’ve… I wrote it down… Otso! [He] is that this mythological bear that is part of this actually, actually superior poetry epic from Finland that’s type of a creation fable. And it has the bear because the king of the forest. And he is type of equally feared and revered, which I believed is an fascinating factor to consider with Bromius.You may see extra of him in the remainder of the demo, however he is greater than an enormous, scary man. He is acquired a extremely candy and delicate facet that I am actually enthusiastic about.I imply, he was singing to a plant. Hills: [laughs] Yeah! You have seen it. It is there.Yeah, I am unable to wait to see the remainder of the demo.Soulframe remains to be in pre-alpha. The sport is about to launch for PC later this 12 months.



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