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Soulframe Review: Look at this Frame

Nickleback Singer holding a picture frame that has been edited to look as if the object is being held backwards.

As a constant contender for the best free video game to ever exist, Warframe sits on a throne that Digital Extremes have been carefully crafting for over a decade. No only can we see the same makings in Soulframe, but we've also been treated to an interpretation of a soulslike that will be a healthy entry to the genre in a way that hasn't even been done: an mmo.


Think of the Children!

It will likely feature many gameplay quirks that their flagship product has. We see an ability system, buildable cosmetics, possible aliens, strange diseases, and the makings of their monetization system. It shapes up to be a similar metagameplay experience while having an extremely drastic shift in the way the core gameplay loop functions.


I am fully invested into the way the game is shaping up, and I think we'll see this game shine. It, just like it's progenitor, will be around for a while. No one can say how long anything lasts these days, but if we know one thing about Digital Extremes, they will stand behind their product.


Angels and Demons

If we can take the fact that this is a playtest to mean that some of the unpleasant UI elements will be changed, the only real gripe I have is that it is lacking in narrative direction. What seems to be a well crafted story is hard to discover due to a lack of handholding. While souls fans may love this, the issue comes in the form of obscurity; there is no real way to figure it out without throwing things at the proverbial wall. I don't particularly like that style of discovery. In some ways, it feels like those AHA moments are unnecessarily manufactured through obfuscating the way players learn more about the game. It is a much better feeling of accomplishment if it comes from an intentional method, not just getting lucky. Many souls games have this exact issue!


I'd love to credit my amazing gameplay but there are times where you win for the sole reason you were lucky. The enemy used moves that were easy for you to deal with, some odd error in their pathing, things broke and now you're the victor. Winning in this way always feels like a deflation, a let down. Am I competent enough to rise to the challenge? Would I have been able to do it if it were put in front of me again?


What's the Verdict?

Anyway, I'll sum this up with a strong 9/10, with the caveat that my score would likely go down if the make no changes to the targeting system in the full release. I may still change my mind here, but as of now I feel the lack of a robust targeting system in a game that has auto aimed attacks is a bit clunky.

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