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Home » Soulframe’s Unimaginable World Is Constructed, In Half, From Scottish Slang And Historical Bear Mythology
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Soulframe’s Unimaginable World Is Constructed, In Half, From Scottish Slang And Historical Bear Mythology

Editorial TeamBy Editorial TeamJuly 19, 2025No Comments13 Mins Read
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Soulframe’s Unimaginable World Is Constructed, In Half, From Scottish Slang And Historical Bear Mythology
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Digital Extremes is internet hosting its tenth TennoCon this weekend to rejoice 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 introduced by Digital Extremes CEO Steve Sinclair, Soulframe artistic director Geoff Crookes, and senior neighborhood supervisor Sarah Asselin, and spoke with two members of the Soulframe dev staff.

Soulframe narrative designer Sydney Hills and lead designer Scott McGregor answered our questions in regards to the recreation’s new ability system; its French-speaking witch, Verminia; the singing bear, Bromius; and extra.

Now Taking part in: 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 way more rooted in a connection to nature, encouraging exploration of Midrath’s mystical wilderness. As an alternative of weapons and lasers, assume bows and magic.

When you’re focused on making an attempt 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 ability bushes felt “boring,” and possibly not the suitable match for Soulframe as a stay service recreation, whereas displaying off idea artwork of a brand new ability system. Are you able to converse a bit extra in regards to the new means of managing and acquiring expertise, and the way it works higher for Soulframe?

Scott McGregor: When you’re conversant in the early days of Warframe, we had a model of a ability tree. And we discovered it did not work. After which, we repeated the identical downside once more [laughs]. And in Soulframe, we had been trying 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 understand, we’re getting gamers, hopefully, in for a very long time, proper? We have now numerous gamers which have been with us on Warframe for the total 12 years.

And designing methods that may be attention-grabbing and deep sufficient for that period of time is a problem. So, clearly, seeing the place we had been on the ability bushes, 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 which you can add to shortly, and out of sync. Ability bushes kind of endure 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… in case you 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’t. Or somebody that simply, , occurred to observe a dev stream is like, “Oh, these new expertise that you just’re including to the sport look actually cool. I wish to try this recreation.” After which they have a look at the ability tree and go, “Oh my God, that is hundreds of hours simply to get to the top the place I can get this closing new ability.”

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 feel that is likely one of the the reason why we’re doing this. It is like making a system that may develop with us.

The Envoy preventing a troubled Bromius.

McGregor: It is not 100% [one way or the other]. [Your] development of the quantity [of skills] which you can slot will likely be tied to the development of the weapon class. So in case you’re utilizing bows, you may have like a bow ability ninja scroll sort factor which you can slot in–different bow methods 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 will likely be primarily based on what’s on the planet. Like you will discover it from an ancestor, or choose up a uncommon one from a drop, or one thing like that.

We met this French-speaking witch, Verminia–who I really like by the way in which, as a result of I converse French–and it was talked about that language is vital 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, positively a giant a part of the soul of Soulframe is the totally different languages and the totally different accents. We have labored with voice actors from tons of various locations already. Kim Bonifay, who voices Verminia–she’s French, [but] I feel she’s situated 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 plenty 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 discovered a lot good Scottish slang and it was a lot enjoyable [to learn]. A variety of the time, I might come into the recording periods with some Scottish slang within the script, and the Scottish actors could be like, “So does this imply he is drunk?” And I might be like, “Effectively, no, I assumed that meant he was drained.” They’re like, “Nope, this implies drunk.” Each Scottish slang [term] means drunk in case you actually unravel it [laughs].

Bromius looking at an acorn.
Bromius an acorn.

Anyhow, tangent, however positively within the Bromius quest too, we had plenty of affect from Finnish mythology [and] Finnish language. There’s this phrase… a Finnish phrase, [and] it sort 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] positively helps encourage plenty of the themes. It positively 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 recreation in these early phases, whereas gamers are nonetheless taking part in Preludes, and it isn’t, , totally open but? How far forward do it’s important to look and plan for a recreation that desires to develop yr after yr?

Hills: Narrative-wise, it is positively plenty of guessing. There’s rather a lot. There’s some issues that we all know for certain. We have now 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 plenty of it… comes up organically in writing weapon descriptions or location textual content in-game.

It is plenty of, , very sluggish constructing, and each infrequently 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 are able to draw on it later. It is plenty of following threads of what we discover attention-grabbing and hoping that they’re going to all match collectively in the long run.

That sounds actually tough, I am not gonna lie [laughs].

McGregor: There’s plenty of planting seeds. You are leaving little nuggets of stuff that you will come again [to] years later and be like, “Oh, nicely, that is what I meant again then about that factor that I solely talked about in a single sentence.” However we increase that later. I at all times discovered that was tremendous attention-grabbing in regards to the Warframe improvement. Stuff that was, , vaguely referenced in very early lore, turns into this nice huge factor in a while. And I feel that was implausible. And I feel Soulframe will comply with that very same path.

The Envoy exploring the woods.The Envoy exploring the woods.
The Envoy exploring the woods.

McGregor: It is a totally different class. So, sidearms are our subsection of weapons that may solely match into that slot. I will not say that we cannot enable you ultimately to combine and match and put a sidearm into your principal [slot] or your principal into your sidearm [slot]. That might find yourself being a factor, however presently, proper now, we’ve got them in two [different] buckets.

However there will likely be totally different choices in your sidearm. So you’ll get a magic casting wrist gauntlet on your sidearm. Or you’ll get a wrist-mounted bow. It is not at all times simply gonna be blades or maces, or stuff like that. There will be quite a lot of weapons in each classes.

I feel neighborhood supervisor Sarah [Asselin] was speaking about it, and he or she stated that the sidearm may be very distinctly not [a] secondary weapon.

McGregor: Yeah… I feel Steve [Sinclair] is rubbing off on Sydney, too. They like to call things–give them names for Soulframe. Which, , makes my life tough as a result of I at all times detect this stuff after we’re making an attempt to speak about them in public. As a result of it is like, “It is your sidearm,” [but no,] “It is your secondary.”

I feel that is what’s nice in regards to the video games that we do make is [that] we go that little bit further to guarantee 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 recreation.

The new Wazzard of Wastes enemy.The new Wazzard of Wastes enemy.
The brand new Wazzard of Wastes enemy.

McGregor: For me, presently the best one I feel we have got was the alt fireplace for the bows. ‘Trigger [it’s] like a rain of [arrows] in an space of impact. I assumed that was a pleasant play on one thing that is kind of… there’s bows in plenty of video games, and there is plenty of methods to do it. And I assumed 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. When 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 just a little bit extra highly effective. So, touchdown that shot might really feel very superb 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. We have now a Mote system within the game–it’s simply sort of bland. It is simply stats. And we have provide you with 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 return 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, where you choose upgrades and buffs.The Motes menu, where you choose upgrades and buffs.
The Motes menu, the place you select upgrades and buffs.

Soulframe is constructed on a narrative tied to nature. And we are able to 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 converse. The entire different animals in-game, presently, are simply cute little chittering noises. Although we had been speaking [about]–[and] somebody made a joke at present about [it having] a Pied Piper vibe–a bunch of little singing and dancing animals following behind a bard. And I assumed that may be actually cute in the event that they sang.

However no, I feel for now, our Omen Beasts… embody virtually 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 further 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’re taking inspiration from when crafting the narrative that individuals 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 positively did my little analysis to see what sort of cultures have bears of their myths. And there is plenty 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 sort of a creation fantasy. And it has the bear because the king of the forest. And he is sort of equally feared and revered, which I assumed is an attention-grabbing factor to consider with Bromius.

You will see extra of him in the remainder of the demo, however he is greater than a giant, scary man. He is acquired a extremely candy and comfortable 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 can not wait to see the remainder of the demo.

Soulframe remains to be in pre-alpha. The sport is ready to launch for PC later this yr.



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