Digital Extremes Answers All of Our Soulframe Questions, Including Warframe Tie-Ins and More

Soulframe, an over-the-shoulder fantasy MMO, is the latest game from Warframe developer Digital Extremes. With slick action, otherworldly customization options, and thick lore, Soulframe is undeniably a Warframe sister project, but it’s also something completely different. Where the 2013 sci-fi game leans into industrial settings and breakneck action, Soulframe takes a more methodical approach with an emphasis on nature, ancestry, and slower combat.

IGN attended a press presentation ahead of TennoCon and the inaugural Soulframe dev stream to get a better look at the studio’s plans. During an open Q&A session, the team explained that Soulframe’s starting island is about twice as big as Warframe’s first open-world area, The Plains of Eidolon. The studio also promised that Soulframe will feature a Mastery Rank system not unlike Warframe’s, adding that it shares some similarities with the Operator Focus School system. While TennoCon 2024 offered a peak behind the Soulframe curtain, we had to know more.

We caught up with Digital Extremes CEO Steve Sinclair, Creative Director Geoff Crookes, and Community Manager Sarah Asselin to learn more about how Soulframe will evolve over the coming years. Our chat revealed more information about potential Warframe crossover content, how Digital Extremes plans to maintain its community-driven approach to game development, and so much more. There’s a lot of work to do, but the team is ready to prove that it’s making something a lot more than just Warframe with a palette swap.

IGN: Tell me about your work on Soulframe and how the idea for the game started.

Steve Sinclair: We wanted to make a very confusing game, so we called it Soulsframe. Then we realized it should be Eldenframe, which would be less confusing.

Dark Eldenframe Souls.

Sinclair: Dark Eldenframe of the Wild [laughs]. This idea had been brewing for a while. We had, I don’t know, two or three people working on it for, like, a year in the shadows. Maybe more than that?

Geoff Crookes: Yeah, about a year. It was tough because Steve and I still very much loved Warframe and working on it. This absolutely didn’t come about from attrition. There was still a lot of excitement we had for where Warframe was going. Maybe we’re even all jealous of where it’s going now, but you know, the studio was at a point where we have great retention at the company, it’s a great studio to work for, and we had a lot of senior people, and it just seemed like a good opportunity to try this. To try to grow the company with another game. That being said, Steve and I are very cautious people, and we’re still very insecure in a lot of ways too. I think, Steve, you might have been cooking the fantasy twist first. I think you presented that.

Sinclair: I had to convince you.

Crookes: You did.

Sinclair: Because it’s a very full genre. It’s kind of one of the fullest ever, right? So, trying to squeeze out a little space in there, my pitch was like, ‘I don’t think there’s a lot happening in the way Warframe evolves and changes and updates and is community-focused as much in the RPG space.’ Obviously, MMOs are a huge angle of that, but the action RPG stuff tends to be in the domain of Path of Exile or Diablo, and that different perspective. I was a Dragon’s Dogma fan, and I was like, ‘I wonder what a Warframe, co-op-y approach to that world would look like.’ I think blending in the Miyazaki stuff was where you wanted to go, Geoff, and the themes of nature and restoration, and the importance of ancestral connections, and the value of the elderly in societies that we don’t have in modernity. So, once I started cooking better themes to present to Geoff, then he was like, ‘Oh, OK, I do like this.’

Crookes: With how we worked on Warframe, we try to find hooks that excite us. That’s what I was looking for when we started talking about this. I think it was when we hit that idea of ancestry and even just how that could form into a multiplayer cooperative game, and how ancestry can be important to players you meet, and how that can affect the game and have some kind of influence, things started to get exciting for us there. Thematically, like we were saying, we were talking about the same things. I know we might not look like it, but we’re around the same age, Steve and I, so we share a lot of inspirations from when we were younger. We started talking about the retro influences we have, and I hope you see a bit of that in how the world is presented. You know, some of those old ’80s fantasy movies and whatnot. The more we talked about that the more bought-in we got, the more excited we got, and then we worked with longtime collaborator Keith Thompson. We quick call pitched him this idea, he whipped up some drawings, and then we were sold. He sent us some ideas of the Envoy and established the conflict we were talking about in the world and we were like, ‘Let’s do this,’ and we committed.

Warframe celebrated its 10-year anniversary last year. After so much time spent in building that game with the help of its community, what lessons that the team learned from that approach, and how is that knowledge being applied to Soulframe?

Crookes: Everything. Steve, feel free to jump in too, but I would say how we started was a big impact. I think a lot of studios would have just doubled the studio scope and gone silent for two to three years to make something. I think it is a factor of our insecurity, where we’re like, ‘Warframe’s development worked for us.’ That progressive formation of this identity that we grew with the community. We learned how important that community involvement was to the identity of the game as it grew. So, I think the question we asked each other was, ‘Can you still do that in this day and age? We don’t know, but we think so, so let’s try.’ It’s what we know. I think that’s how we started it, right, Steve?

Sinclair: And we kind of stumbled, didn’t we?

Crookes: [Laughs] We sure did. We couldn’t break our current habits of Warframe. You’re right.

Sinclair: We stumbled because we started taking longer between releases, and going dark for longer. Then we just kind of woke up and were like, ‘OK, holy shit. We gotta release something every month and act on what people are enjoying and give them more of that and less of the things that aren’t working.’ Speed is a big part of it. I’m not sure what you would say, Sarah, about how the community stuff is working.

“Of course, it all begins with our community. That is why it’s possible.

Sarah Asselin: Of course, it all begins with our community. That is why it’s possible. It’s our community that, I feel, is giving us the chance to build something new, and with Soulframe Preludes, which is what people are currently playing in, it’s a chance to build that beside them. It’s been really cool seeing everyone’s feedback on these really early days, and being like, ‘OK, a lot of people miss Tuvalkane,’ which I heard they still are. So after TennoCon, that’s my priority number one.

Sinclair: I guess some of the things that we would do differently… We’re sharing technology, we’re sharing the back-end servers, we’re trying to make it so that, the way the game is built, generally, you could move between the two teams within DE, and that’s been happening. So that’s been good. That’s like a Dobis business nonsense answer, but when we started and took it seriously, Geoff, I remember we drew a line and we wrote Warframe on this side, and we said ‘Fast, industrial, bleak, apocalyptic, sci-fi, glow-y, cynical,’ right? And then on [the other side], we just kind of wrote the opposites of those: slower, natural, romantic, optimistic, no celebration of gore, and stuff like that. I mean, we did add a little bit more gore last month, but that’s more about the game design and not about chasing the nastiness. So yeah, we did have a mirror and did a reflection of Warframe so that we wouldn’t be just repeating ourselves. We still seem to make mistakes or forget those lessons. On my side, I contributed a lot to the early design of Warframe, and some of those regrets kind of surrounding complexity, and things like that. So, trying to make a simpler kind of game. Sure, it’s gonna have upgrades and all that stuff, but can we boil it down to its most simple essence? I love the modding in Warframe – I made it. I mean, other people have obviously run with it, but some of those things we’re just trying to do differently and just keep ourselves on our toes.

Soulframe has been described as a sister project that will exist alongside Warframe. Like you said, there’s a lot different between the two, but is there any potential for crossover content or stories? Is that something that the team has discussed or is open to?

Crookes: Yes. Nothing we can commit to yet, but we’ve definitely talked about fun ways to see if there are ways to tie these worlds together. See if we can plant seeds that, people who are fans of DE and played DE games, would notice and call out.

Sinclair: Like this company does [points to shirt featuring Disney’s Monsters, Inc.].

Crookes: [Laughs] Like that company does. Yeah, exactly.

Sinclair: There was a two-week window, where it was like, ‘Is this Tau?’ If you know Warframe lore, it’s like, ‘Is this the alternate world that the players have never been to?’

Crookes: It won’t be. We talked about it.

Sinclair: We did talk about it. Some of those decisions, I think, are about avoiding strong coupling dependencies so that the Warframe team can cook and we can cook, vice versa.

Crookes: We do take our world-building very seriously. We try to create rules that we really stick to. I think that’s the thing: if we ever do talk about that and get to the point, we want to make sure it’s something that can fit within those rules we establish.

Asselin: If you know that Ignis Wraith in Warframe, we recently put something in called Ignus Wroth [laughs]. It’s these little, silly ways, sometimes. Maybe it’s a little cheesy, but I think it’s great.

Warframe for a lot of people, myself included, has a pretty steep learning curve. Is that something that the team is considering while developing Soulframe? Is it going to be, maybe, easier to get into, or is it more for people who have played Warframe and know that there’s a lot of these systems that they’re going to have to learn and manage?

Sinclair: At least the first few – knock on wood – years of Soulframe, we will be trying to go simpler. I mean, even Warframe was simple. It was like a Dead Space mod system in the ancient days. Of course, we had to change it because you had a fixed number of permutations, and that’s great for a single-player game, but for a game that someone is going to sink 500 hours into, going, ‘I’m done,’ is just not engaging over the long term. So, we talk a big game about making Soulframe simpler [laughs], and I think we’re just trying to keep a lid on it, but it’s boiling and we’re like, ‘Come on, don’t make it more complex than it needs to be!’ But we are making a slower game. A game that, I think, is less twitchy if you want it to be. If you’re into the melee combat, there’s parry windows, and there are dodge i-frames, but it is not a Soulsbourne type of game. It’s more in the spectrum of something like Ghost of Tsushima or Breath of the Wild. It’s not quite that far. We do love action, and we do love combat, but as we develop the game, we’re going to also be creating a larger space for people that don’t have those great timing skills and can’t beat the Godskin Duo without help. There’s gonna be that kind of spectrum of a casting type, you know, bow mains that might want to sit back and be using support abilities. I think it’s sort of going after a slightly different audience there.

Crookes: There is a power fantasy in Warframe. We want to still keep a taste of that in Soulframe.

Sinclair: Yeah, where you can sort of grind and overcome anything if you’ve got to crank it up. Warframe has that, of course, in spades. We were talking about this yesterday after looking at our two demos. It’s like, Warframe enemies live for, like, a few seconds. Maybe not. We call it popcorn, right? In Soulframe, our biggest challenge on the design and presentations side, which has been a massive uphill battle for us, is how long a single enemy lives on screen. How to make that look good. There’s new pressure on animation, on where their head is turned, because you have all this time to soak it in. Things that, you know, Nintendo and Fromsoft or Sucker Punch know well, but for us, it’s like, OK, usually, those guys are on the other end of a machine gun. Now, we’re dueling and slowly waiting, and he’s tiring out. So, that’s been our biggest challenge, but I think that affords, maybe, a little slice of a different audience, I hope.

With that in mind, how does co-op work, then? These enemies are on screen longer, but in Warframe, you throw another player in there, and the enemies are just melted quicker. So, how does co-op factor into Soulframe’s gameplay experience? Is it drop in, drop out?

Asselin: You can invite people into your party in a very similar way right now. Something we’re working on, design-wise, is how they are going to function together as a team. So, perhaps, in the future, some Pacts will feel more supportive, whereas other ones can be like a sneaky Pact.

Sinclair: It’s borrowed stuff from Warframe, and it’s kind of like grouping up in Cetus a bit, but we hope to make this a lot more seamless. My dream is, when you go into that soul mode, and you can see the energy stuff and you can see the ancestors, that you would see a radius of other players who might be open for grouping up, and that you could kind of just jump into their instance and vice versa.

Crookes: We have ambitions, too. I kind of spoke about the ancestry stuff where, we’re gonna have an ancestor tree in our Nightfold that might keep a record of players you’ve met, people you’ve played with, and you can look back and almost make a family tree in the game, to see where you came from. Maybe there might be some perks associated with that, depending on how you line up. So, things that we’re trying for that can reinforce the themes.

The Nightfold reminds me of Warframe’s Orbiter, so then is it a space that we can customize like that?

Asselin: Yes. Someone you’re gonna meet at Tennocon is Verminia, who is our rat queen fashionista. She’s gonna be where you can customize things, and at the end of what we’re demoing, you will see a little bit of that. I know fashionframe is a really big part of our community in Warframe that’s very well-loved. Even really just the lore of Soulframe, there’s so much that could go into that which would make sense.

Crookes: Our goal is to put more wandering ancestors in the world, and these people can hang out in your Nightfold. We have ambitions to let ancestors that we have in there now walk about a little bit, and then yes, like different ways that you can kind of decorate and set up that personal space of yours.

Is the fashionframe community something the team considered when creating Soulframe?

Crookes: Top of mind, for sure. It’s even a personal investment, myself. I make sure to critique everyone who plays our games, like on the dev team, I’m just like, ‘What are you doing? Put some clothes on.’ It’s like any game. You give the option to wear underwear? I don’t know, I don’t understand it [laughs].

Sinclair: There’s something hilarious about fighting a giant monster stag in your underwear.

One thing that’s kept me coming back to Warframe is its monetization model. It’s something that most Warframe players who stick around adore about the game. How will Soulframe compare to its sister project in that regard? I’m curious if there will be something like Platinum or if Platinum itself will return, and if in-game markets will be available for players to trade items between one another.

Asselin: Stay tuned for more!

Sinclair: We suffered our bruises in 2012 as we were launching the game, and I made a whole bunch of mistakes, like charging people to uncap their max level and stuff like that. The community, rightfully, gave me a huge earful. I always remember the story of reading a very angry forum post about this feature. It’s called Supercharge, I think. Of course, I looked up the player’s account, and they had spent a ton of money in the game and supported it. They weren’t advocating for themselves, they were advocating for the other people they wanted to play with. They were more than happy to throw money at the screen, at the cool stuff that we were offering, but they did not like the fact that it created a two-class system have ‘I paid so my max level is 30, and yours is 15.’ Then, we ripped it out. So, we’ve learned those painful lessons, and we have scars to remind us.

Pivoting back to customization, I love how nature in the environment is incorporated. It’s such a pivotal, important part of Soulframe. We’ve seen our mount and the bird. Can these creatures be customized in any way?

Crookes: Oh, we’re definitely having hats for the bird. For sure. I’ve already been talking to Rosa [Lee], who’s our art director. We’re going to be making little outfits for the bird, the wolf has the necklace and the earrings that we can swap out, we have our paint patterns. Yes. 100%, yes. We want to reinforce that in any way we can for sure.

Is the mount usable in Preludes yet?

Crookes: [shakes head no] It’s functional. We’re purposely holding it back because we’re slowly growing the world of Preludes, and we don’t want to step on the function of exploration too early. It’s not quite big enough yet. I know players that are in Preludes are so excited to get it. I don’t know, maybe we just need to make a track room in the Nightfold where you can run on a treadmill with your mount. I love it to death. It’s just… we need the world to support the faster mobility that it can offer.

I was also curious, then, if there’s any desire to create other traversal options. Obviously Warframe has a list of ways to get around. Is that something that Soulframe will offer?

Sinclair: The wacky thing about Warframe, if you recall, Geoff, we had coptering.

Crookes: Yes.

Sinclair: But the levels had been built for a third-person shooter with no coptering. It was a button hack to project yourself forward at a crazy fast moment. Zoren coptering, it was called, and we didn’t love it, so we redid it. That’s where the aim gliding and the bullet jumping and all that stuff came in, but the poor level designers, they built so much of the game without that movement system and without those movement hacks in mind. They sometimes still have to deal with the consequences of it. I just saw a video yesterday of the [Warframe 1999] stuff with wall-running problems. I think we are probably going to be a little bit more reserved. That’s the beautiful flow of Warframe, and I think we’re going to try to do something different that. Going back to that line we drew, there’s more methodical stuff. We’re going to try to respect the level a little bit more. I think that’s one part that’s absolutely stunning from FromSoft games, is the level design just matters so much. The topology and the puzzle of it, and ‘How do I get there?’ We want to try to explore that a little bit more than just ‘I’ll just jump and bullet jump down there and just glide for a bit.’ So, I think we are kind of going a little bit different. That said, there’s still cool Garron moments and other kind of short-term things, right?

Crookes: And I am sure we’re going to explore animal Pacts. We have some designs on paper right now, even, but I’m positive we’re gonna have some animal Pacts that will give a taste of this as well.

Still looking at level design then, you hesitated to talk about the term open world during our presentation yesterday. I’m curious why that is, and if it’s not an open-world game, then what is it?

Crookes: Steve, what is it? You said it. [laughs]

Sinclair: It’s an overworld game!

Crookes: We do have a big map, a big island, let’s call it for now, that is traversable, but we’re trying to figure out our progression system and locking and scaling and how you grow your access to the world. I think we’re hesitant to call it open world because unlike Zelda, you can’t just walk out of the cave and go to the other side of the map. We want to put in barriers, we want to put in gates that you have to earn access to, and within each of those, we have our procedural levels. I think we call them dungeons right now, but we have our forest proc and our under-city proc, and we’re building a few others that are pretty expansive and then I think eventually also will be conduits from one part of the world to another part that you can only get through there. So, we don’t want to undercut that effect by being able to just go over top and get to it.

“I think I’m hesitant to say open world because we’re putting a lot of effort into the understory of that island. I don’t want to paint a picture in someone’s mind of like, Far Cry.

Sinclair: I think I’m hesitant to say open world because we’re putting a lot of effort into the understory of that island. I don’t want to paint a picture in someone’s mind of like, Far Cry. You know what I mean? It’s more like, there’s exploration and that’s a big emphasis in the game, but there’s also a lot of Diablo or Warframe-esque procedural dungeon content, about as much. So, I guess that’s maybe why I’m avoiding that term. Plus, it’s kind of an abused term, isn’t it? I’ve seen I’ve seen games called open world, and it’s just like, tunnels. There’s a tree so it’s open world, I guess? One of my favorite parts of the game right now, that we just added, is you have these encounter systems, tasks that are popping up as you play Preludes. So, once you clear the quest, it’s gonna be like, ‘Oh, there’s a, there’s a big VIP, or there’s like a hunting party nearby. My favorite thing to do in the game is fire it up and just run through the overworld, waiting for these things to crop up, how the night falls, it gets more spooky. That’s the type of player I am in MMOs as well, which is, ‘Leave me alone. I’m just gonna go for a run by myself for this whole session.’ So yeah, it does have those elements, but I think we’re just being stubborn and trying to be like Starbucks about it. It’s not large, it’s Grande. I can’t help myself.

I totally get that. It definitely feels like Warframe in that regard, and it didn’t really hit me until I was deep in a dungeon. I was like, ‘Oh, it’s like I went on a mission, but I took myself there.’

Sinclair: Yeah, and I think one of the cool things we did in the latest Preludes release is in [earlier versions] you go into a dungeon and we generate the layout kind of like Warframe and you get to the end you teleport out. Now, they’re connected back into the overworld in interesting places, so when this went in I was so surprised because I went down into the dungeon, did my stuff, opened all my chest, came out, and I was right inside this fort, and it was just crawling with enemies. I was, like, behind the bookshelf, like some sneaky Lannister character. It’s such a simple change but such a great feeling that it made it feel — it was sort of an illusion — like it was all connected like that. It felt a little bit different than Warframe, which is a session. You play the mission, back to the Orbiter. Play mission, back to the Orbiter. So yeah, I was pretty proud of that. I didn’t do anything for it, but I was proud.

So, if we can start from one entrance and then exit from another side, is it possible for players to go the reverse way through the dungeon?

Crookes: We’re circling back.

Sinclair: Curse you for asking that.

Crookes: Yeah [laughs].

Sinclair: No comment.

That’s totally fair.

Crookes: You made it sound so cool, Steve.

Sinclair: The problem is the bookshelf only opens from the other side. Haven’t you guys watched the movie Clue? There’s no switch on the other side or fireplace. Yeah, right now, those are one way. We’ll work on that. Maybe the next release will have something like that.

Crookes: That bookshelf you’re talking about, I’ve seen some updates [laughs].

Sinclair: Oh, OK. So there’s a lever on the outside, now?

Again, I really love how important nature, animals, the environment, all of that is. What are some of the other ways we can interact with the environment? Whether that be our settings and surroundings or creatures, that kind of thing.

Sinclair: Yeah, we are scratching the surface right now.

Asselin: I was just thinking of the encounters, the Ode Polluters, which are now called Ode’n Moaners, which I think is so funny. You can destroy the Ode’n Moaners, and it stops the Ode’n corruption going into the rivers. There’s so much to play around with. I’m sure it will only continue to have aspects of this that connect to the environment.

Crookes: We gave you a taste of our prologue that we’re working on, with the bird flying to the mother. That’s a big task we’re working on this year, where you’ll get some insight into the antagonists in the story, and what they’re bringing to the game and the kind of what’s causing the pollution. Then hopefully, from there, we’ll be kind of broadening what those missions and those adversaries are. We have another faction in the works that represents what happens to this corruption when it goes too far. Which, there’s some hint at the art that we kind of showed in the demo for where they’re coming in. So, we’re going to be leaning heavily into that. I think Steve and I are still scratching our heads about how to give the player meaningful change, being a force of change in this world, and having it persist in a multiplayer world. That’s something we’re really trying to figure out that we have ambitions for, for sure.

Sinclair: Does anyone remember Okami? The game where you have to draw? Oh, my god. So, you’re playing, you play, you play for hours, and then you get that open part that’s not really open world, you fight the thing and you draw stuff and then suddenly, the grass just goes green. It’s just so wicked.

Crookes: You just reminded me, we’re working on our next omen beast quest, which is the bear. I’m not sure if you’ve seen the bear, we showed it PAX, a little footage of it, but it’s going to have a big role. A big theme of it is what you’ve healed and what you restore back to the world after that quest.

Lotus is a really important character in Warframe. She’s a character you spend so much time talking to and hearing. Does Soulframe have a Lotus equivalent, and will they be voiced by Rebecca Ford?

Asselin: She wishes! [laughs]

Crookes: She’s mad at us. She claimed ownership of our rat queen, and we went around her. We cast someone. So, yes and no. Our grandfather, who you might have heard some narration by, he’s going to be a bit of that figure, but we’re probably not going to lean into someone so individualistic like we did in Warframe. I think, again, just to reinforce the themes of ancestry, you’re absolutely going to have people that play that role, but we’re spreading out the function of it. That’s why in last year’s quest we had Orlick guiding us through what we need to do to heal Garron. With Verminia, who is the rat witch, she’s giving us some insight into Bromius, our corrupted bear. So yeah, we want to reinforce the relationships we have with the ancestors and helping them as a progression path for the player as well. It’s important to tie those two together.

This is a bit of a goofy question, but it’s called TennoCon. Will there ever be an EnvoyCon? Or will TennoCon serve as a hub for everything Digital Extremes is doing?

Sinclair: I think that it’s gonna be the latter.

Crookes: We talk about QuakeCon, as an example. We’ve had this conversation internally, like, ‘What happens?’ TennoCon was kind of earned.

Sinclair: There will be a thunderclap from how hard I unclench if we ever get to the point that we would need an EnvoyCon. Again, obviously our dream is to get to that point.

Crookes: It’s weird. Why did we do this to ourselves? I’ve never felt as much pressure as I have since, probably, 12 years ago, right?

“We’re so thankful for Warframe, and to see it even growing, it’s just like… whoa.

Sinclair: It’s because you’ve exposed yourself to failure again, and you forget what that 2012, do or die felt like. Then you look at the game industry in the last two years, and you go, ‘no one’s safe,’ you know? We’re so thankful for Warframe, and to see it even growing, it’s just like… whoa. Even after all this brutality and blood. So yeah, we’re hoping that we get to that, that we would have a debate with Rebecca. Because right now, we get an hour, and they get the whole day.

Crookes: Which they’ve earned.

Sinclair: Quite so.

Is the plan to offer the same amount of weapon variety in Soulframe as Warframe? Or will Soulframe stick to, maybe, a shorter list of weapons that can be fleshed out?

Sinclair: I don’t want to speak for you and Geoff… actually, I’ll just say something you said: there’s not enough depth in the current weapons. Which I think speaks to a little bit less and maybe a little bit deeper.

Crookes: Right now, we have weapons that represent factions in our game like the starting weapons actually represent the enemies. We have some that you get from ancestors, and there’s definitely space for us to lean into representing, through function, those factions a bit more and how you play with them.

Sinclair: But then, we’ll just shit out the game with like, 1000 armor pieces you have to mix and match, right? That’d be amazing.

Crookes: Or different kinds of underwear [laughs].

What does the team’s ideal vision for Soulframe look like in 10 years?

Sinclair: I’ll clearly be dead.

Asselin: I’ll be running the show.

Sinclair: Sarah will be the CEO, and I’ll be dead, so maybe Sarah should answer the question.

Crookes: I remember when we launched Warframe, and I think a month into it, we opened it up, and people were playing it, and it was growing. I remember Steve, you going, ‘You know, Geoff, if we’re lucky, we might be able to get 10 years out of this.’ I couldn’t comprehend…

Sinclair: I didn’t say that, right?

Crookes: You 100% did. It might have been within that first year, seeing where it goes and if we did it right. You weren’t bragging at all.

Sinclair: I was probably warning you. Like, get off before it’s too late [laughs].

Crookes: I still have that naivete about it, I guess. We are very passionate about it, and we’re just hoping we make something that connects with people, and we have the chance to grow. If you had asked me 10 years ago, ‘Would Warframe have a boyband in it 12 years later?’ That’s kind of the joy of it. So many of the things we put in Warframe on the way, we would never have roadmapped that out. So, I really hope we get the opportunity to play in the same sandbox that we got to with Warframe with Soulframe.

Asselin: I think we’ve been really grateful for the amount of people in our community already who have been so interested in playing. I know we’re just focused on these foundational aspects and one thing at a time. That’d be amazing.

“But, you know, the beautiful thing about how the company currently works and how it worked through Warframe, is it’s a whole bunch of passionate, creative people get to try weird stuff.

Sinclair: You can see how we think, which is like… I think maybe a lot of other people in the gaming audience were exhausted by hype, were exhausted by oversell. So, we tend to under, under, undersell, right? The worst thing that could happen to me is someone sees that trailer and goes, ‘Holy shit, this is going to be the game I’ve been waiting my entire life for. I was born and bottle-fed just for this game.’ You see that create expectations. Cyberpunk was rad, but holy shit those expectations, right? Obviously, we would kill for that kind of marketing, but you know, sometimes I feel a little shy when Sarah’s like sharing messages, like, ‘I just want in! Give me a key!’ It’s like, OK, just relax. There’s just a few ancestors in there right now. But, you know, the beautiful thing about how the company currently works and how it worked through Warframe, is it’s a whole bunch of passionate, creative people get to try weird stuff. They get to make mistakes. They get up to have wins. It’s pretty safe for them to do that, and then they’re blessed with a great connection to their audience. They see the feedback immediately when they work. It’s not waiting three years and it’s too late to change it. That’s the joy of the live-service game. The un-joy is the speed and the relentlessness of it, but I think I could probably survive maybe four or five more years of that.

Michael Cripe is a freelance contributor with IGN. He started writing in the industry in 2017 and is best known for his work at outlets such as The Pitch, The Escapist, OnlySP, and Gameranx.

Be sure to give him a follow on Twitter @MikeCripe.

F1 Manager 2024 Review

I’ll admit that I generally prefer to have direct control in racing games, but the F1 Manager series has made me equally excited to work behind the scenes. Watching a risky overtake pay off from the pit wall can be similarly thrilling to burning that rubber yourself, and a focus on team development and overall strategy between races can be refreshing. While F1 Manager 2024 is your typical annual update in many respects, content to make incremental improvements over massive changes, several of those tweaks leave developer Frontier’s latest management sim more compelling than ever.

This year’s biggest addition is the new ‘Create a Team’ feature, which offers a pleasantly surprising range of customization options. For example, different engine manufacturers add necessary strategy, asking you to pick your priorities between aspects like durability or fuel efficiency. Liveries and team outfits can also be customized in detail, with a nice assortment of preset designs that are useful for the less artistically gifted like myself. But one of the most interesting decisions is how you can set your team’s backstory, which determines your overall goals. You could choose to be the small team with solid expertise but low funding, or the hungry newcomers determined to win at all costs, or plenty more. These options realistically impact your overall chances, and if you’d rather start entirely on your own terms instead, you can thankfully ignore them, too.

I appreciate how granular F1 Manager 2024’s difficulty is when creating your team without selecting an origin. Different initial budgets, car performance settings, and facility qualities let you choose between starting near the front or rising from backmarkers to eventual champions. Of course, you can’t set every facility to five stars immediately, which still keeps things balanced. There’s a hard limit for improvement points, too, so choosing between improved race performance, manufacturing speed for car parts, or even the HQ’s helipad provides welcome depth.

In previous games, choosing a constructor was effectively a silent difficulty setting since a team’s performance in-game matched that of their real-life counterpart. That made choosing midfield contenders like Alpine more appealing when I sought a challenge. Securing wins is always exciting, but spending time upgrading your team to earn them yourself feels infinitely better than being gift-wrapped victory simply by picking Red Bull. I’m also pleased that F1 Manager 2024 retains 2023’s post-launch difficulty settings for race days and your opponents’ car development, making more teams immediately viable.

F1 Manager has never felt too heavy on micromanagement, and that’s especially true with the slightly improved UI this year.

Selecting the ‘Your Story’ origin in Create A Team lets you customize the initial team quality, and there’s no restrictions on which drivers and staff you pick. In a year where the driver line-up is almost identical to the previous season, adding an 11th team that can sign existing Formula 1 drivers (or even F2 and F3 rookies) shakes this dynamic up nicely. Rather than choose Max Verstappen and Charles Leclerc immediately, I ultimately signed Nico Hulkenberg and Yuki Tsunoda, intent on securing their first podium finishes.

F1 Manager has never felt too heavy on micromanagement, and that’s especially true with the slightly improved UI this year. Once everything’s set up, a new season with your custom team is otherwise similar to a standard campaign, which isn’t a bad thing. You still need to guide the team’s overall focus, instructing engineers to create upgrades for this year’s car along the way. However, because each year brings new regulations, you face a choice: Do you keep improving this year’s car or invest in research for next season? Striking a balance remains rewarding when you succeed, and the cost cap ensures you can’t just throw money around to solve every problem. And once a season is complete, the board measures your performance against its expectations, and the cycle repeats into the new year, so there’s always a drive to keep going.

Keeping staff spirits high remains essential, and F1 Manager 2024 uses a new ‘Mentality System,’ highlighting the team’s overall mood instead of individual staff and drivers. It’s a slight improvement over the previous confidence system, offering a more practical approach that immediately details the most pressing issues. Pit crews retain 23’s monthly training regimes, and it’s still fun to balance improving pit times and avoiding fatigue by pushing them too hard. After all, a rested crew is less likely to make mistakes during critical pit stops.

I’m less impressed by the contracts system, and as team principal, you’ll have to interact with it a lot as you negotiate contract extensions with existing staff or sign new talent. It’s a tedious process because asking the person you want to sign a contract immediately, as opposed to giving them a week or two to decide, negatively impacts negotiations. For example, trying to sign Tsunoda to Red Bull saw him reply after two weeks of waiting, only for him to counter offer saying he wanted an extra $7k on the existing $3.5 million salary offer. It remains a frustratingly drawn-out process, and Yuki wasn’t the only person losing patience during renegotiations.

It’s great to see F1 Manager 2024 use a more dynamic sponsorship system.

Extra cash was previously earned by choosing optional performance targets from sponsors before races, like reaching Q2 in qualifying. You couldn’t set deals until your second season, so it’s great to see F1 Manager 2024 use a more dynamic sponsorship system. Title sponsors award more tangible benefits, and your earnings now depend on your confidence. Weighing a hefty upfront payment with minimal payouts for race day results against the opposite offer can be a satisfying risk vs reward situation. Each main sponsor requests various “engagement activities” every six weeks, offering financial rewards but causing issues like reduced driver performance. It’s a welcome change that better reflects the sport’s heavily commercialized nature.

Race weekends follow the real-life format, usually splitting your time between three practice sessions, the qualifier, and finally the main race. Six weekends out of each year also include an enjoyably straightforward sprint race where you don’t need to worry about considerations like long-term tyre strategies. While F1 Manager 23 followed the 2022 season’s rules, F1 Manager 2024 now uses a less than thrilling sprint qualifying approach split into three sessions before those races. I can’t fault Frontier for following the current real-life structure; the extra work is just a hassle for comparatively few points when measured against the main race.

I’m therefore glad that F1 Manager 2024 allows you to skip the actual races by letting the team automatically handle them, a feature that was previously only available for practice sessions and qualifiers. I can’t always recommend doing that when you’ll generally get the best performance via manual control, and rushing through the campaign would be missing the point, but at least having the option may be a blessing if you’re on your sixth campaign and facing the opening race in Bahrain yet again.

Most of the time, of course, F1 Manager values confident strategies, and racing involves managing three critical areas from the pit wall: tyres, fuel, and the battery. Good tyre strategy can determine races, so it’s pleasing when your decisions about which two dry tyre compounds to use before the final lap pay off. Tyre degradation feels similar to last year, and ordering drivers to speed up is another tricky choice to make since doing so affects the temperature and how quickly you burn through them. Electric boosts via ERS (Energy Recovery System) can close some critical gaps with opponents, though letting this completely drain comes with risks of its own as it makes you vulnerable to being overtaken.

Themechanical failure system immediately feels right at home. 

Fuel consumption also needs monitoring, but one of this year’s significant changes involves preventing your engine from overheating to preserve its long-term durability. You can only buy so many engines per year and extra unit costs are steep, even before incurring a subsequent grid penalty for using extra parts. Those penalties can feel harsh when you’re already pushing for every point available, so getting through a season with minimal purchases feels like an accomplishment.

Overheating also ties into a compelling new mechanical failure system. TV broadcast-style replays will point out mechanical faults but rarely indicate what the actual problem is – that seemed slightly pointless beyond informing me of who’s got issues, but I enjoyed this challenge overall. Just like the real thing, some faults need mitigating mid-race by requesting that your drivers follow specific tactics, such as avoiding high-risk kerbs and driving in clean air. I never really noticed this system’s absence until now, and it immediately feels right at home.

Accidents also seem slightly more realistic, though not majorly. Incidents that would normally finish a driver’s race in real life often wouldn’t retire cars in previous entries – this issue hasn’t entirely disappeared here, but it was less frequent during my latest campaigns. The visible damage to cars during collisions could also still benefit from looking more realistic, as heavy impacts rarely show more than some scattered debris.

Finally, if you’re after something different, race replays return once more. They usually involve improving on your chosen team’s real-life results compared to what happened in the actual race, which is fine, but the more specialized events keep this interesting with less realistic scenarios – things like having equal performance settings for each team. What’s really fun are the events that challenge your strategic thinking even further, like figuring out how to guide Ferrari to victory in Italy despite a mechanical fault near the end.

Terry Bogard Gets a First Look of His Arrival in Street Fighter 6 at EVO 2024

At EVO 2024, Capcom revealed a first look at Fatal Fury’s Terry Bogard in Street Fighter 6.

Terry was previously revealed as the second DLC fighter of Street Fighter 6’s Year 2 and he will be available in World Tour, Battle Hub, and Fighting Ground when he arrives in autumn 2024.

He is the next fighter following M. Bison and will be released before Fatal Fury’s Elena in spring 2025 and Mai Shiranui in winter 2025.

Terry has been the face of Fatal Fury since its first entry back in 1991 and has already been a guest character in games like Super Smash Bros. Ultimate, Fighting EX Layer, and the Capcom vs. SNK series.

To learn more about Terry Bogard and why this is such an important moment for the Street Fighter franchise, be sure to check out our look at the history and enduring legacy of this beloved character.

Additionally, be sure to check out our Street Fighter 6 review and the official character guide for M. Bison.

Have a tip for us? Want to discuss a possible story? Please send an email to newstips@ign.com.

Adam Bankhurst is a writer for IGN. You can follow him on X/Twitter @AdamBankhurst and on TikTok.

Tekken 8 Will Finally Get Heihachi in August 2024

Tekken 8 will finally be getting Heihachi Mishima as he will be joining the roster in Fall 2024 as the third DLC character.

The big news was announced at EVO 2024 and it’s a welcome announcement as fans have been waiting for the King of the Iron Fist since he wasn’t part of the roster at launch. It made sense at the time as he met his end during Tekken 7’s story, but he’s been such a mainstay that fans wanted him back in some form.

We had the chance to speak to Tekken’s Katsuhiro Harada and Kohei Ikeda about Heihachi’s return, and they shared the thought process about bringing him back from the dead.

“Tekken 7 really focused on the story arc between Heihachi and his son, Kazuya, and so, we really wanted to show that kind of final conclusion, and he seemed to die at that point,” Harada said. “But then, after that happened, Tekken 8 was released, and we put a lot of effort into the story and the fans really seemed to be engaged with that. And as that was happening, we were kind of feeling that the players kind of missed him as well. Obviously, we did, too. So, it was kind of decided later on that we would do that.”

Despite that, preperations were being made in the background to set the stage for Heihachi’s return.

“We did kind of make the preparations for Heihachi,” Ikeda said. “Reina was one due to that link that she has to Heihachi. And then, if you look closely at the 30th anniversary logo, you can see that it’s comprised of Devil’s wings. There are two different styles, but if you take a step back and look at, it actually looks like the silhouette of Heihachi’s face. Right? So, we were doing some of the preparations in the background.”

While they weren’t ready to share many more details on Heihachi, there did have a few teases to share.

“Like you imagine, it is a bit too early to be talking many details about his character, but to give some hints, he has a very powerful play style throughout the series, so we tried to recreate that in Tekken 8,” Ikeda said. “So, the focus is on that. But also, if you saw the story hints about the monks in the footage and what he has to do with them, that will maybe dictate some of his move set as well.”

Heihachi is the third DLC character for Tekken 8 and follows Eddy Gordo and Lidia Sobieska. While his arrival is exciting, there is plenty more for fans to look forward to, including the first ever story DLC in the Tekken franchise. This new chapter of ‘The Dark Awakens’ will continue the clash between the Kazama and Mishima families and will be available as a free update for all players in the future.

Have a tip for us? Want to discuss a possible story? Please send an email to newstips@ign.com.

Adam Bankhurst is a writer for IGN. You can follow him on X/Twitter @AdamBankhurst and on TikTok.

Daily Deals: Final Fantasy XVI, Nintendo Switch Lite, Like a Dragon: Infinite Wealth, and More

The weekend is ending, and we’re rounding up the best deals you can find. Today, there are great deals on video games for all consoles, from PS5 to Nintendo Switch. The best deals for Sunday, July 21, include Final Fantasy XVI, Granblue Fantasy: Relink, Shin Megami Tensei V: Vengeance, Nintendo Switch Lite, and more.

Final Fantasy XVI for $29.99

Final Fantasy XVI for PlayStation 5 has hit a new all time low at Amazon at $29.99. As one of the biggest titles of 2024, FFXVI brings a wide variety of new systems and elements to the world of Final Fantasy. You play as Clive Rosfield on a mission to track down the one who killed your brother as a child. You can expect larger-than-life setpieces, mesmerizing boss battles, and a memorable soundtrack from Masayoshi Soken.

Save 20% Off Granblue Fantasy: Relink

Granblue Fantasy: Relink is one of the biggest RPGs released this year. Over five years after its reveal, Cygames released the title officially on PlayStation 4, PlayStation 5, and PC in January. The game features over 20 different playable characters from the Granblue Fantasy series, with characters like Nier, Rosetta, Lancelot, Percival, and more. Score this RPG now for only $39.99 and join the fun with over 100 multiplayer missions to complete!

Nintendo Switch Lite with Animal Crossing: New Horizons for $159

Walmart currently has the Timmy & Tommy’s Aloha Edition Nintendo Switch Lite available for $159. This bundle includes a turquoise Nintendo Switch Lite and a free digital copy of Animal Crossing: New Horizons. Together, that has a $260 value, which means you can save $100 by purchasing this bundle. If you have not purchased a Nintendo Switch yet, this is an excellent option.

Like a Dragon: Infinite Wealth for $29.99

Like a Dragon: Infinite Wealth is the latest title in the long-running RPG series. Kiryu Kazama returns following the events of Yakuza: Like a Dragon, uniting with Ichiban Kasuga in a wild adventure you won’t forget anytime soon. Save $40 today and pick up one of the biggest RPGs of 2024.

Shin Megami Tensei V: Vengeance for $39.99

Shin Megami Tensei V: Vengeance is now on sale for the first time since launch! SMT V: Vengeance is an enhanced version of the former Nintendo Switch exclusive SMT V, launched in 2019. The biggest feature available in this upgraded re-release is the all new Canon of Vengeance route, which is essentially 40 hours of new story content. At $39.99, this is a steal for what will likely end up being one of the most popular RPGs of the year.

Save $200 Off This Samsung Odyssey G5 Monitor

If you’re in the market for a new monitor, look no further than this Samsung Odyssey G5 from Best Buy. Right now, you can save $200 off this QHD monitor, which has plenty of top notch features. First, you’ll get a 165Hz refresh rate, which is essential for getting the most out of your games. Additionally, with 32″ of screen, this larger display is perfect for immersion, especially in RPGs and other large-scale titles.

Crisis Core -Final Fantasy VII- Reunion for $19.99

A remaster of the PSP title with the same name, Crisis Core -Final Fantasy VII- Reunion tells the story of Zack Fair and his journey. The game is set years before the events of Final Fantasy VII and is imperative to expanding upon the overall story. Now is a great time to pick up Crisis Core if you haven’t had the chance to play it yet.

Guilty Gear Strive to Add Lucy from Cyberpunk: Edgerunners in Season Pass 4

Guilty Gear Strive is set to add Lucy from Cyberpunk: Edgerunners to its roster in Season Pass 4 in 2025, which will mark the first time a guest character will be added to the series.

As spotted by Wario64, the announcement appears to have leaked ahead of its official reveal at EVO alongside the news that Season Pass 4 will arrive on July 22, 2024.

We didn’t get a good look at Lucy in the game as she is the farthest one away of the new characters, but we did learn she will be joined by two returning characters and a brand new one.

The first fighter will be the Queen of Vialattea, Queen Dizzy, who first appeared in Guilty Gear X and will arrive in October. Venom, who also first appeared in Guilty Gear X, will join the roster in early 2025 and will be followed be the newcomer Unika later next year.

This next season of content for Guilty Gear Strive will also see the additions of a new online battle mode in Team of 3, which will pit the Red Team vs. the Blue Team intense battles with lots of characters. Additionally, there will be a new exclusive color for characters, new stages, and more.

For more, check out our review of Cyberpunk: Edgerunners to see why this is such a big deal, the teaser for the anime Guilty Gear Strive: Dual Rulers, and where Guilty Gear Strive landed on our list of the best fighting games ever made.

Have a tip for us? Want to discuss a possible story? Please send an email to newstips@ign.com.

Adam Bankhurst is a writer for IGN. You can follow him on X/Twitter @AdamBankhurst and on TikTok.

The Most Useless Collector’s Editions Ever Made

I’m a huge sucker for Collector’s Editions of games. I know they’re expensive but there’s something jubilant about opening a massive box for a game and pulling out artbooks and soundtracks and gorgeous steelbook cases that I’ll throw out immediately because I have no more shelf space left. Into the book of loose Blu-ray discs you go! Maybe I Iike Collector’s Editions so much because they remind me of old-school computer game boxes that always came in weird shapes and always included more documentation than necessary. They were goofy and grandiose. They were treasure chests.

But not every video game Collector’s Edition can be as good as, say, Cyberpunk 2077. While you could argue that a statue of V on a motorcycle is embarrassing (and you’d win that argument), the piece itself is well done and the rest of the set does a good job expanding and immersing you into the universe of the game. It really feels like you’re a tourist visiting Night City and those are your souvenirs. Including the statue, because that’s exactly what a tourist would buy at a cheap shop at the airport.

That said, we all know that not every Collector’s Edition is great. In fact, some video game special editions are absolutely useless. Much like myself, they have no purpose and they definitely have no reason to exist. Some of them actually make the game worse just by having touched this Earth. May God have mercy on their souls and may God have mercy on the poor fools who lost their shelfspace and money.

7. Halo 3: Legendary Edition

Before you get mad, let me say that this is actually a pretty good Collector’s Edition. In addition to the game, it had two discs with extra features about the Halo series, including a couple episodes of Red vs. Blue. The most important part, however, was the Master Chief MJOLNIR Mark VI helmet.

Which was almost big enough to wear but somehow just not. Not that every collectible has to be wearable, but how dare you give me a Master Chief helmet that just almost fits? It could’ve been bigger! It could’ve been smaller! How dare you make every person who sees this stupid thing try to put it on and go, “Oh, it won’t fit.”

Also, not for nothing, when I left one writing job, I abandoned my Master Chief helmet on my desk. I just couldn’t take it anymore. And when I came back to that job again years later for a second run, they tried to give it back to me like a cursed object. I said no.

6. Call of Duty: Modern Warfare 2 Prestige Edition

Yeah, I’ll admit: Night vision goggles are pretty cool. But, uh, do you really need them? And if you did need night vision goggles, you probably wouldn’t buy them as an extra in an Activision game. You might do a little research. You might find brands that work for your night vision needs. I doubt you were like, “Babe, get the truck; we’re killing two birds with one stone by getting a hit game and those night vision goggles we discussed.”

It’s definitely cool that the goggles work, but it’s also an item that sat in the box for years because I live in a city and I’m not casing my neighbor’s house at 2 am for a robbery. I’d say they look cool on a shelf, but they don’t. They’re night vision goggles. Even on a stand, they just look like there’s a giant military camera pointing at the room. Like the Master Chief helmet, you will get frustrated by how much space it takes up and you will eventually get rid of it during a move.

And, let’s be honest, if you’re getting a ton of use out of your video game special edition night vision goggles, you’re also probably on a few lists.

5. Ultima IX: Ascension Dragon Edition

That’s right, baby, we’re going back in time to the game that killed the series! The year was 1999. The Matrix was in theaters and Susan Lucci finally won her Emmy for the role of Erica Kane in All My Children after eighteen previous nominations. It was truly a big year for us all. And Ultima IX: Ascension sounded incredible, both as a game and as a collector’s edition. It included stuff like spooky books, tarot cards, and a map! It was fancy! The kids loved it.

As for the game, it was awful and broken. It played like a first draft of Skyrim that someone made in their sleep after a night of drinking. Nobody wants to make a bad game, but Ultima IX was kind of a bad game. That doesn’t make it the worst video game to ever have a collector’s edition, but it definitely feels like a milestone in that tradition.

You can include all the extras on Earth, but if the game is awful, it’s meaningless.

4. Catherine: Love Is Over Edition

The special edition for Catherine absolutely fits the theme of the games. Among its items are a sexy pillowcase, a cute romance shirt, and polka dot boxers that I assure you will not fit. None of these items are egregious and Catherine is a fantastic game. It’s just that… I don’t… Are you going to put that Catherine pillowcase on a pillow? When? As a bit? Are you doing it ironically? Unless you’re dating an extremely understanding person with your same freak tendencies, I don’t advise using anything in this collection. Despite the game being a sexy puzzle adventure, this will not contribute any meaningful help to your romantic life. It will do the opposite.

Here’s how unboxing this Collector’s Edition goes: You take out the pillow case, shirt, boxers, and fake pizza box. Then you put them in the back of your closet with the wedding album you couldn’t bring yourself to toss out after the divorce.

3. Fallout 76: Power Armor Edition

You know why we’re all here: The bag! Everything else is pretty cool: I mean, hey, the Power Armor helmet actually fits! That’s something! And the little toys and glow-in-the-dark map were pretty neat. It’s just… we were promised a canvas duffle bag. That was one of the cool selling points: A Fallout-themed duffle bag. I know that seems stupid to care about, but they changed it from being a cool military-style bag to nylon with the texture of an extremely cheap umbrella. If you went into the Wasteland, the bag would die of radiation before you would.

We get enough bait and switching in the games themselves. They couldn’t source it better? It’s not like they didn’t have the budget. People are paying hundreds of dollars here and one of the coolest features turned into a bag less useful than a tote you receive for donating to a radio station. Plus, Fallout 76 at launch was completely different than it is now; it was giving off real Ultima IX: Ascension vibes.

2. Mass Effect: Andromeda

Here’s the best part of Mass Effect: Andromeda’s Collector’s Edition: It doesn’t come with the game. Why would it? When I’m buying a special edition, I want all those extras to shove out the game entirely like it’s that woman’s sarcophagus in The Pearl of Love. Seriously, it’s almost impressive to call something the Mass Effect: Andromeda Collector’s Edition and not include Mass Effect: Andromeda.

Instead, it includes a remote control car. Which would be super fun if the game was released in 1992. Now, to be fair, promotional information did say that the game wouldn’t come with the Collector’s Edition. It’s just a weird choice to make. And it’s one that’s going to keep happening as companies realize that if we’re willing to spend $200 on extras for a video game, we’re probably willing to spend $70 on top of that for the game itself.

While there have been other examples of special editions without the game (including another Mass Effect release), Mass Effect: Andromeda feels like the one that turned the tide. And, not for nothing, it wasn’t really the best game until it got patched up. So, in a way, it was almost better that the special edition didn’t include the game?

Yes, it’s super annoying when there are download codes for games rather than physical discs. But no game at all? That’s the chef’s kiss of useless.

1. Dead Island: Riptide Zombie Bait Edition

Jesus Christ! Oh God! Who’s idea was this? Remember when I said that some special editions actually make a game worse? Well, here we are! Holy crap. What an awful, awful idea. I’m sorry. Not all of you can see the image. This special edition of the zombie series included the game (that’s nice!), a weapon pack (pew pew!), and a sculpture of a woman’s bloodied, decapitated torso. I don’t mean that, like, a mannequin without a head. No, it’s been sculpted to make sure you know that, yes, the head and arms have been torn off this woman.

Oh, also the woman is in a bikini. That wouldn’t be a problem, but the whole “she’s been horribly mutilated to death” part takes away from the appeal. I believe this special edition was only released in Europe, I’m assuming because someone on the development team wanted to only punish Europe.

Not only is this big, weirdo thing useless, it will make people judge you. You think having the dust-covered cat-sized Halo helmet can be a little awkward? You hate having to explain your favorite video game’s night vision goggles? All child’s play. Wait until the world sees you as the type of person who owns that statue.

I mean, at least it includes the game. But if you put up that statue, if anyone sees it and escapes your basement, the feds are going to take away your computer. And then there will be no games at all.

MultiVersus Season 2 to Add Samurai Jack and Beetlejuice, Ranked Mode Arrives Next Week

MultiVersus Season 2: Back in Time will see the addition of Samurai Jack and Beetlejuice and it will arrive on July 23, which is the same time the game will be getting its long-awaited Ranked Mode.

Samurai Jack will be available at the launch of Season 2 on July 23, and Beetlejuice will arrive sometime before Beetlejuice Beetlejuice is released in theaters on September 6 in North America and September 4 internationally.

You can check out a glimpse of Samurai Jack’s gameplay below, and Warner Bros. Games revealed he will be a Bruiser class character who will “utilize his mystical katana blade, agile footwork, and quick reflexes to send opponents flying off the map.” The clip also shows off the Righteous Warrior Jack character variant that can be purchased on July 23 as well.

As for Ranked Mode, it will allow players to compete in 1 vs. 1 and 2 vs. 2 matches and claim leaderboard points that will help unlock exclusive rank-based cosmetic rewards.

Lastly, players will be delighted to know the Water Tower map will also be part of Season 2 and will let players fight it out on the iconic Warner Bros. Water Tower, with “surprise nods to popular Warner Bros. Discovery characters and franchises.”

In our MultiVersus review, we said it “is an entertaining and deep platform fighter, but everything outside of simply jumping into a 1v1 or 2v2 match as any one of the eclectic characters in its cast (who are only related by a common corporate overlord) is tedious. I’ll keep coming back to experiment with my Iron Giant’s perk build for team play or learn how to use Marvin The Martian to his fullest, but I’d be glued to this game if I was given more opportunities to earn memorable variant skins or challenge my skills in increasingly tough PvE battles.”

For more, check out our six essential tips and tricks you need to know for MultiVersus.

Have a tip for us? Want to discuss a possible story? Please send an email to newstips@ign.com.

Adam Bankhurst is a writer for IGN. You can follow him on X/Twitter @AdamBankhurst and on TikTok.

Soulframe Reappears With Story Gameplay, Plans to Come to More Players this Fall

Warframe developer Digital Extremes has unveiled more gameplay for its upcoming fantasy MMO, Soulframe.

The studio pulled back the curtain on its next project during an inaugural dev stream as part of TennoCon 2024. It’s a closer look at some of the game’s opening moments, revealing customization features, new magical abilities, and combat. The footage also gives us a longer look at the players’ wolf-like mount and the Nightfold hub, where you can relax, customize your arsenal, and talk to NPCs, all with the press of a button. It shares some similarities with Warframe’s Orbiter ship, and in case you were wondering, yes, you can pet your mount here.

It all kicks off with a look at the Warsong Prologue, which higlights customization options for their mother’s hair, skin color, eyes, and more as Soulframe begins. It reveals a taste of not only new features but also how themes of ancestry have been woven throughout the experience. This fully narrated intro sequence is then cut short as a time-skip launches us into the future, revealing what will eventually become each player’s Envoy character.

We got an even better look at the importance of visuals in Soulframe thanks to the introduction of a new NPC: Verminia, the Rat Witch. Digital Extremes says this character can “enhance the customization of cosmetics” while also helping out with potions, elixirs, and more. Although the Envoy’s abilities allows them to hurl their weapons at enemies and turn invisible for stealth approaches, Soulframe players will need more than brute force to take out large foes like Nimrod. This towering behemoth uses lightning abilities for ranged combat while using staff for close-quarters fights, and it looks like we’ll be fighting them more than once.

“The community we’ve formed around Soulframe has been really inspiring for the team and they are the backbone of everything we do.

“The community we’ve formed around Soulframe has been really inspiring for the team and they are the backbone of everything we do,” Soulframe Community Manager Sarah Asselin said in a statement. “We’re welcoming more new players than ever and we can’t wait to share our progress through regular Devstreams with the team as we continue to peel back Soulframe’s layers of intrigue.”

Today’s Soulframe gameplay should whet the appetite of both Warframe veterans and those who have never touched a Digital Extremes game, but there’s still a lot of waiting to do before it officially launches. However, during today’s TennoCon presentation, Digital Extremes promised plans to get its fantasy MMO in the hands of more players sometime this fall. As long as the plan goes unchanged, the studio says that anyone who wants to play Soulframe Preludes will be able to when they sign up.

“The closed testing we’ve been doing with our community has been so impactful; we’ve learned a ton, and we continue to listen and learn each day,” Soulframe Creative Director Geoff Crookes said in a statement. “We’re hoping to open this up to a lot more players this fall. Everything is still rough around the edges, but that’s part of our style – the feedback is important to us, and we really do iterate on it regularly.”

We learned even more about Soulframe during our interview with Digital Extremes CEO Steve Sinclair, Crookes, and Asselin. During our talk, we gained insight into how the studio is keeping with its community-driven development approach, weapon variety, potential Warframe tie-ins, and so much more. Keep an eye out for the full interview to drop early next week.

Soulframe is launching first for PC with plans to come to consoles at an unspecified point in the future. Another dev stream is set to take place in September.

Michael Cripe is a freelance contributor with IGN. He started writing in the industry in 2017 and is best known for his work at outlets such as The Pitch, The Escapist, OnlySP, and Gameranx.

Be sure to give him a follow on Twitter @MikeCripe.

Daily Deals: Granblue Fantasy: Relink, ROG Ally Z1 Extreme, Nintendo Switch Lite, and More

The weekend has kicked off, and we’re rounding up the best deals you can find this weekend. Today, there are great deals on handheld PCs, laptops, headphones, and, of course, video games. The best deals for Saturday, July 20, include Granblue Fantasy: Relink, ROG Ally Z1 Extreme, Nintendo Switch Lite, and more.

Save 20% Off Granblue Fantasy: Relink

Granblue Fantasy: Relink is one of the biggest RPGs released this year. Over five years after its reveal, Cygames released the title officially on PlayStation 4, PlayStation 5, and PC in January. The game features over 20 different playable characters from the Granblue Fantasy series, with characters like Nier, Rosetta, Lancelot, Percival, and more. Score this RPG now for only $39.99 and join the fun with over 100 multiplayer missions to complete!

ROG Ally Z1 Extreme for $549.99

If you don’t own a gaming PC and want to jump into the market, a handheld gaming PC is the perfect in-between. For the Black Friday in July sale, Best Buy has the ROG Ally Z1 Extreme for $549.99, which nets you savings of $100. It’s the lowest we’ve seen this model so far. Additionally, you can save $100 off the standard Z1 ROG Ally or the Lenovo Legion Go, which is also powered by the AMD Z1 Extreme.

Nintendo Switch Lite with Animal Crossing: New Horizons for $159

Walmart currently has the Timmy & Tommy’s Aloha Edition Nintendo Switch Lite available for $159. This bundle includes a turquoise Nintendo Switch Lite and a free digital copy of Animal Crossing: New Horizons. Together, that has a $260 value, which means you can save $100 by purchasing this bundle. If you have not purchased a Nintendo Switch yet, this is an excellent option.

Apple AirPods Pro with USB Type-C for $168.99

Amazon has dropped the price of the 2nd gen Apple AirPods Pro truly wireless noise cancelling earbuds with the universal USB Type-C connector by over $80, now only $168.99. With this current gen AirPods Pro, Apple has replaced the proprietary Lightning port with the more universal USB Type-C. Don’t miss your chance to score a pair of new AirPods for an all-time low.

PowerBeats Pro for $139.99

The Beats Powerbeats Pro are an excellent choice if you’re looking for an Apple AirPods alternative. You can get up to nine hours of listening time off a single charge, with over 24 hours available if you use the included charging case. These earbuds are powered by the H1 chip, which allows for easy pairing and instant connectivity when using an iPhone. Overall, it’s hard to beat the value these earbuds provide at just $139.99.

Save $1000 Off Razer Blade 16

Amazon has the Razer Blade 16 listed for $1000 off right now for a limited time. This model includes an RTX 4080, 32GB of RAM, a 240Hz QHD display, and more. There are not many laptops out there that will offer you anywhere near the performance you’re getting with this Razer Blade.

Save $200 Off This Samsung Odyssey G5 Monitor

If you’re in the market for a new monitor, look no further than this Samsung Odyssey G5 from Best Buy. Right now, you can save $200 off this QHD monitor, which has plenty of top notch features. First, you’ll get a 165Hz refresh rate, which is essential for getting the most out of your games. Additionally, with 32″ of screen, this larger display is perfect for immersion, especially in RPGs and other large-scale titles.