Digital Extremes CEO Calls ‘Soulframe’ Title an ‘Idiot Decision’

Soulframe Digital Extremes gameplay reveal

The term “soul” has become inextricably linked to FromSoftware, defining the brutal expectations surrounding titles like Demon’s Souls, Dark Souls, and the modern “Soulslike” genre. Naturally, when Digital Extremes announced Soulframe, many observers assumed it would follow this well-trodden path. However, after spending significant time with the game—which Game Informer subscribers can experience firsthand via their Soulframe Preludes access code—it is clear that while it shares a few tonal similarities, it occupies an entirely different space in the action-RPG landscape.

Digital Extremes CEO Steve Sinclair acknowledges that the title choice invited such comparisons, but emphasizes that the “Soul” in Soulframe refers to the narrative and spiritual core of its world rather than a mechanical homage to FromSoftware. “We made the decision to include ‘Soul’ in the title, which we knew would stir the pot,” Sinclair told me during our visit for the May issue of Game Informer. “We walked right into that criticism, but the intent was always focused on the essence of our characters.”

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The initial confusion stemmed from the early Preludes combat, which leaned too heavily on systems derived from Warframe. While Warframe is fast-paced and kinetic, those mechanics struggled when applied to a slower, more deliberate fantasy setting. Sinclair explains, “When a fight slows down, every animation quirk becomes visible—foot sliding, poor hit reactions, or clipping issues. Because enemies aren’t just vanishing in a blur of speed, players suddenly see every imperfection.”

Geoff Crookes, the game’s creative director, admits that while players resonated with the atmosphere and lore, the mechanical foundation initially fell short. “We missed the mark, and that’s on us for not clearly communicating what the game actually is,” he admits. The team has since overhauled the combat to prioritize responsiveness over the rigid, frame-dependent animation cycles typical of the genre.

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Lead designer Scott McGregor notes that Soulframe is a work-in-progress, and the early access phase is essential for finding that “Goldilocks” zone of combat. “Much like how Warframe evolved over years, Soulframe’s core loop is under constant refinement,” McGregor notes. “We are tightening the experience every single day based on player feedback.” Level designer Penny Shannon adds that the team has had to be comfortable “killing their darlings,” letting go of features they were once proud of to ensure the final product feels right for the player.


The future of Soulframe will continue to be shaped by the dialogue between the developers and the community. If you are a Game Informer subscriber as of April 22, you can join this journey with your included Preludes code. For more details, visit our FAQ page, and keep an eye on our exclusive hub for deeper insights into the game’s development.

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