Warframe Duviri Paradox gameplay was finally revealed this year at TennoCon, years after its original surreal and paradoxical trailer in 2019. The focus is on the newly introduced Drifter, a New War Tenno operator who was not rescued during the Zariman incident. . . If you finished New War to the end, it will make a lot more sense because it tells the story of a new Tenno agent who has a very different experience.
With the introduction of Time Studies in New Wars, Warframe Creative Director Rebecca Ford and the development team have been able to explore the “what if” scenario, but is it really a “what if” scenario if that technically happen in a different reality? for our main character operator?
“The Duviri Paradox 2019 trailer featured an ‘adult Tenno’ because we knew we wanted to play with the idea that there was another ‘you’. Where did they come from? That’s what New War was for, but we really wanted, even back then, a way of telling the story that would allow us to bring this Drifter to the scene, so that we can go further. Since the world does not exist, we want people to cultivate their personality and never come back, “said Ford.
Ford goes on to explain the importance of the abilities of the God-Child who never had a chance to “grow up”. “But then [the development team asked,] ‘And yes?’ Then the Nomad entered the scene, and thus became The New War and Duviri’s Paradox. It was so much fun to watch it unfold,” he says when asked if this is the first shot of the 2019 trailer.
vision of the world
Alignment in Warframe has given players moral choices in much of the main story content in recent years. These lineups aren’t just about making good or bad decisions, like in many other games; instead, they are more nuanced.
Étant donné qu’il s’agit de la première extension jouable, puisqu’il s’agit uniquement du voyage du Drifter, j’ai demandé si nous ferions des choix similaires avec le système d’alignement, ou s’il serait de return this time.
“Honestly, I thought the journey of the Tenno Operator and the Drifter wasn’t taught that way. [same] moral. The Drifter has his own choice to get to the point where he could even be considered Tenno, in which case he would learn the moral system. The choice that we have to make in the context of the Duviri paradox right now is not about a worldview, but we have a flavor layer that we’re working on,” Ford explained.
This time around, the development team will be testing different mechanics with the Drifter story, so it won’t be the same as what Warframe players were used to in previous expansions as part of the main overarching narrative.
Rogue-Lite, Rogue-Like and all new game mechanics
Duvuri Paradox takes place in an open world ruled by King Thrax. Thrax’s main goal is to control this entire environment that players will see from the very beginning. Shining Hand comes to save the Drifter from execution and you will be tasked with escaping.
You will have to dodge the guards and all you have is a glowing hand that shoots colored bolts. Initially successful, the guards quickly overwhelm the Drifter and the Drifter is killed.
This is what it looks like.
Time resets and starts again. Trying a different approach, the Drifter slips away and makes quick work of his enemies so as not to arouse suspicion.
Learning from your mistakes and trying again is the main thing in the Duviri Paradox game system. They are reminiscent of the rogue and roguelike genres that Warframe hasn’t explored much before. These optional benefits or perks are called edicts. You will also have the option to increase your fire damage or get your horse earlier.
“Most of the things we wanted to do with the rogue-lite and rogue-like options are based on our existing gear and mod system. We have over 400 weapons, 1,000 mods, 50 warframes, and all in one system where players can interact with all of this content, but they can do so in a very controlled environment that resets every day. ? Everything they collected and loved now has a different meaning for Duviri. [Paradox] because your wanderer is going to wake up, it’s the start of a new day, and the choices he makes will largely depend on his gear or how he likes to use it. If you still love critical things, you can walk the critical path on this day. So it’s more of a reflection of how you like to play the base Warframe,” says Ford.
This time there will be more puzzles to add an extra layer to the constant combat players are used to. “The idea of solving problems other than shooting all the time is quite thematic for Duviri. You saw the puzzle that we solved in the demo where you control two realities at the same time and you have to activate the realities,” Ford said.
Each day will be reset by the king, so the focus of the game will be different, but it will still be convenient for players. NPC locations and activities will change every day, you may have to play a certain way one day and completely different the next. The state, unions or the main city node will not be in this environment.
“Instead of having a central location with all the NPCs you interact with, we spread them out across the floor. So this open world version of the quest giver will be somewhere in the world,” Ford said. One day it could be a library, another day it could be a gigantic theater. “We are going to allow players to become experts in daily planning.”
The game uses a different progression system this time around and is borrowed from other parts of the game that will be compatible with the player’s account. “It’s more durable after the reset because we thought the rep syndicate would be tough; especially if the townspeople can’t remember what you did the day before. How do you build a reputation with people who have been let down? Ford said, but he admitted he couldn’t go into detail. However, he says that there is something interesting at work.
“The world of Duviri will look very different for each day cycle we offer, so players can see the colorful story at a glance. When the king is happy, there will be purple trees and everything will shine. But when he gets angry, it will be fire and red. Color history is a big part of that,” Ford said.
The king will experience five different “moods”, and in each mood, NPCs will scatter to different locations based on the king’s current mood.
While it may seem daunting to players at first, Ford assured us, “We hope that players, whenever they choose to interact with [the gameplay]they will be rewarded, but that doesn’t mean you should do 365 [days] immediately.”
color control
The monochrome universe can be used as an aesthetic metaphor for game control. In my previous essay on De Blob’s authoritarianism, I explored De Blob’s use of color to manipulate civilians, change the innocent, and corrupt De Blob’s world.
Seeing the black and white setting of King Thrax recalled exactly those De Blob themes. I could hardly contain my excitement that Warframe was heading there as an incentive to create this great open world environment.
Speaking to Ford, who was one of the main proponents of the color theme (or lack of it, in this case), the state of control in relation to my previous analysis of De Blob that I described in comparison resonated similarly to the Duvouri paradox. aesthetics is also closely tied to game mechanics.
Ford says: “We always knew what we wanted [colour] be a metaphor for control and the human experience. When your life lacks color and someone else makes that decision for you, you feel hopeless. There’s a lot of human experience there, where when someone else is in charge like that, you feel like you can’t give life anything worth living for. We wanted to play with color, the fact that the player’s agency is what brings color into the world to tell this story, and to culminate where color becomes really thematically important after completing the mission.”
creatures
The giant Void Wyrm was teased in the 2019 trailer and I asked Ford about this flying monster. “Players will end their days, not all of them, but many of them by defeating the Void Wyrm. He really is meant to be the enemy you face,” Ford explained.
Warframe is known for its various mounts. Archwing, K-Drive and Voidrig. This time for Duviri Paradox we are getting a completely new type of mount as he will be in the Abyss environment as Drifter. Players will be able to create Kaithe, a mechanical horse that can fly with huge wings, as seen in today’s demo. Wings spread in an act of faith.
“It’s not like flying an Archwing or anything like that. They are flying animals,” Ford said.
Kaithes will be available in three different versions, but for now they will only be cosmetic, unlike Kubrows, which can be different players. “Right now I think we’re keeping it all cosmetic and non-functional because we don’t necessarily want to put something that useful into the decision-making process in rogue-lite. We want people to be able to play with whatever they want, not with the optimal mount,” Ford said.
At the moment, the team is not developing the entire combat system. “We want to make sure that we are really careful. [Kaithes are] mainly cosmetics,” Ford continued.
What is “Daviri”?
The last thing he wanted to ask was about the word Duviri. I explained to Rebecca that the Sanskrit word “Dvari” means “gate” or “gate” and if this was a deliberate name choice for this expansion. Ford said, “Honestly, it’s one of those things [where] we work with a truly amazing artist, Keith Thompson. [Keith] He sent us original concepts from probably four and a half years ago, and he’s very clever. he can know [Duviri/Dvari] means “door” in Sanskrit. [The expansion’s theme is] much. If it works, then it works.”
Players were able to get a piece of Duviri’s Paradox through the new Warframe Amphitheatre, which teleported Tenno into the game to provide a virtual presence, while TennoCon 2022 is a digital-only event this year due to the pandemic. “The intention is that this is a very funny teaser for people. they really see [the Duviri Paradox.]”
Source : PC Gamesn