20 Jul 2025, Sun

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

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

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 inventive director Geoff Crookes, and senior group supervisor Sarah Asselin, and spoke with two members of the Soulframe dev crew.

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 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, suppose bows and magic.

In the event you’re fascinated by attempting the sport for your self, you’ll be able to enroll proper now on the Soulframe official website. Digital Extremes is granting Soulframe Preludes entry to all gamers who enroll throughout TennoCon weekend, earlier than July 20 at 11:59 p.m. ET.

GameSpot: Earlier, Steve spoke about how ability bushes felt “boring,” and perhaps not the correct match for Soulframe as a dwell service recreation, whereas displaying off idea artwork of a brand new ability system. Are you able to communicate a bit extra in regards to the new manner of managing and acquiring abilities, and the way it works higher for Soulframe?

Scott McGregor: In the event you’re conversant in the early days of Warframe, we had a model of a ability tree. And we discovered it did not work. And then, we repeated the identical drawback once more [laughs]. And in Soulframe, we had been trying to attempt to tie it to… a broader class of weapons to form 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. , we’re getting gamers, hopefully, in for a very long time, proper? We’ve got a lot 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 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 that you may add to rapidly, and out of sync. Ability bushes form of undergo from this drawback [where] you must 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, you realize, joined 5 years in, can’t. Or somebody that simply, you realize, occurred to look at a dev stream is like, “Oh, these new abilities that you just’re including to the sport look actually cool. I wish to try this recreation.” And then they take a look at the ability tree and go, “Oh my God, that is hundreds of hours simply to get to the tip the place I can get this ultimate new ability.”

Whereas an open-ended system, the place you’ll be able to add issues and take away as we develop them, permits new and outdated gamers to expertise these issues. So I believe that is likely one of the the explanation 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] that you may slot will probably 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 that you may slot in–different bow strategies and bow abilities. And then, as you get higher with extra bows, you [will] have extra slots to fit [skills] in. And then discovering the person abilities will probably be based mostly on what’s on this planet. Like you could find 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 really like by the best way, as a result of I communicate French–and it was talked about that language is essential in Soulframe. Does language range tie into the narrative, or is it extra of an general 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 believe 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 quite a lot 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 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, “Nicely, 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 taking a look at an acorn.

Anyhow, tangent, however positively within the Bromius quest too, we had quite a lot of affect from Finnish mythology [and] Finnish language. There’s this phrase… a Finnish phrase, [and] it form 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 form of early language [research] positively helps encourage quite a lot of the themes. It positively helped encourage the Bromius quest. And, you realize, what would a tree cry? It will be sap.

What are among the challenges you face when crafting a story for a dwell service recreation in these early levels, whereas gamers are nonetheless taking part in Preludes, and it is not, you realize, absolutely open but? How far forward do you must look and plan for a recreation that desires to develop 12 months after 12 months?

Hills: Narrative-wise, it is positively quite a lot of guessing. There’s quite a bit. There’s some issues that we all know for positive. We’ve got actually huge plot factors surrounding a few of our huge villains and our huge heroes, and those who we’ll want to avoid wasting. However quite a lot of it… comes up organically in writing weapon descriptions or location textual content in-game.

It is quite a lot of, you realize, very gradual constructing, and each every now and then I will insert one other, “Okay, there’s one other place on this world referred to as ‘Skelflind.’ And now that is a factor, and we are able to draw on it later. It is quite a lot of following threads of what we discover fascinating and hoping that they will all match collectively ultimately.

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

McGregor: There’s quite a lot of planting seeds. You are leaving little nuggets of stuff that you’ll 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 develop that later. I at all times discovered that was tremendous fascinating in regards to the Warframe improvement. Stuff that was, you realize, vaguely referenced in very early lore, turns into this nice huge factor in a while. And I believe that was incredible. And I believe 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 foremost [slot] or your foremost into your sidearm [slot]. That would find yourself being a factor, however at present, proper now, we’ve got them in two [different] buckets.

However there will probably be totally 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 at all times 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 mentioned that the sidearm may 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, you realize, makes my life troublesome as a result of I at all times discover these items 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 ensure that they’ve a taste and a uniqueness. It is not simply the identical factor that everybody makes use of. We strive 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, at present the good 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 assumed that was a pleasant play on one thing that is form of… there’s bows in quite a lot of video games, and there is quite a lot 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 dwell demo–was the [ability to] mirror magic forwards and backwards. It was like a wizard on wizard battle. So, you’ll be able to really ping-pong that projectile forwards and backwards, like a parry, proper? With swords, that is the way it works. In the event you’re timing it proper, you’ll be able to really bounce that forwards and backwards. And each time that projectile goes forwards and backwards, it will get somewhat 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 standard within the studio, that feels actually superior.

Hills: Magic ping-pong. Has anybody referred to 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: And then, future issues. For me, it is Motes. We’ve got a Mote system within the game–it’s simply form of bland. It is simply stats. And we have give you this [new] concept that the Motes are creatures that dwell in your sword and provides your sword distinctive skills.

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 communicate. All the different animals in-game, at present, are simply cute little chittering noises. Although we had been speaking [about]–[and] somebody made a joke immediately about [it having] a Pied Piper vibe–a bunch of little singing and dancing animals following behind a bard. And I assumed that might be actually cute in the event that they sang.

However no, I believe 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 additional supply of energy that enables him to speak with the Envoy. And I am positive we’ll preserve 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 folks may not 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’s quite a lot of them. We ended up going with the Finnish inspiration as a result of Finland actually is obsessed with their bears.

Nonetheless, [bears] persist within the mythology [of several cultures]. Again [in] BC–like prehistoric or early historic, historic 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 form of a creation fantasy. And it has the bear because the king of the forest. And he is form of equally feared and revered, which I assumed is an fascinating 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 smooth aspect that I am actually enthusiastic about.

I imply, he was singing to a plant.

Hills: [laughs] Yeah! You’ve got seen it. It is there.

Yeah, I am unable to wait to see the remainder of the demo.

Soulframe continues to be in pre-alpha. The sport is about to launch for PC later this 12 months.

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