Digital Extremes, the creators of Warframe, unveiled exciting new content for their free-to-play title and their upcoming fantasy MMO, Soulframe, at TennoCon 2024. This article delves into the gameplay features and CEO Steve Sinclair's perspective on the live-service game model.
TennoCon 2024 showcased a gameplay demo for Warframe: 1999, a significant departure from the series' usual sci-fi setting. The expansion transports players to the Infestation-ravaged Höllvania, where they control Arthur Nightingale and his Protoframe, battling hordes of enemies before New Year's Eve.
The demo highlighted Arthur's Atomicycle, intense combat, and an unexpected encounter with a '90s boy band (whose music is now available on the Warframe YouTube channel). The expansion launches on all platforms in Winter 2024.
The Hex, Arthur's team, comprises six unique characters. While only Arthur is playable in the demo, the expansion introduces a romance system, allowing players to build relationships with Hex members via "Kinematic Instant Message," potentially leading to a New Year's Eve kiss.
Digital Extremes is collaborating with The Line animation studio (known for Gorillaz music videos) on an animated short set in the 1999 world, launching alongside the expansion.
Digital Extremes' first Soulframe Devstream unveiled a live demo, revealing story and gameplay details. Players become Envoys, tasked with cleansing the Ode curse from Alca. The Warsong Prologue introduces the world and its slower, deliberate melee combat. The Nightfold, a personal Orbiter, serves as a central hub for crafting, interacting with NPCs, and more.
Players will encounter Ancestors—powerful spirits offering unique gameplay benefits (e.g., Verminia, the Rat Witch, for crafting). Enemies include Nimrod (a lightning-wielding giant) and the ominous Bromius.
Soulframe is currently in a closed alpha (Soulframe Preludes), with plans for wider access this Fall.
In a VGC interview at TennoCon 2024, Digital Extremes CEO Steve Sinclair voiced concerns about large publishers prematurely abandoning live service games due to initial performance anxieties. He highlighted the significant investment and community building involved, suggesting that abandoning projects too quickly is short-sighted.
Sinclair contrasted this trend with Warframe's decade-long success, emphasizing the importance of sustained support and community engagement. The cancellation of The Amazing Eternals five years prior serves as a cautionary tale for the development of Soulframe.