Warframe’s Techrot Encore: New Boss, Warframe, and Surprises Await!

This month, the popular game Warframe is set to receive a significant upgrade titled Techrot Encore. Following the footsteps of its earlier 1999 update, Encore promises a brand-new Warframe character, an exciting new boss encounter, and lots of additional features.

The Techrot Encore update for Warframe is set to launch on March 19th, bringing a wealth of content to eager fans. Set in the same period as 1999, the Techrot Encore content revolves around the Technocyte Coda, a band-like group of infected liches that resemble a 90s boyband. Game Rant recently chatted with design director Pablo Alonso, principal writer Kat Kingsley, community director Megan Everett, and creative director Rebecca Ford about this upcoming update. For your convenience, this conversation has been condensed for length and clarity.

Warframe Devs Go In-Depth About Techrot Encore’s Design, Writing, and Direction

Technocyte Coda, New Warframe, And Warframe Reworks

Q: What’s been the biggest design challenge you’ve faced with Techrot Encore?

Alonso: Our goal is to revitalize Deep Archimedia with an updated, more difficult take on Warframe compared to our initial design for Entrati. This concept has been in our minds since then, with plans to reintroduce it in a future update while giving it a fresh feel and making it seem new for this specific content. Indeed, figuring out how to balance both the old and the new was one of the most challenging aspects.

Q: What are the big ways in which the Technocyte Coda will differ from prior adversary systems?

Previously, the system required players to decipher a key code to find the best way to beat the enemies. In this new version, however, that’s eliminated. The combat sequence you engage in has been altered. What sets this apart is not just one enemy type anymore, but five! This brings a greater degree of diversity to your battles. When battling during missions, we call these groupings Duets, where you face two enemies simultaneously. The combinations can vary, ensuring the gameplay remains engaging. When you confront them at the end, they’re all there together, which adds a touch of grandeur to those exciting gameplay moments.

Instead of the weapons being randomly assigned as in all others, this uses a token system. You earn the tokens first, and then you have the freedom to choose your desired weapon directly.

A: How does the Warframe design team manage to introduce new content for Techrot Encore, which is releasing during the game’s 12th anniversary, without causing unnecessary bloat or feature creep in the game’s existing features?

Alonso: To put it straight, maintaining a balance in our game can be quite intricate. One reason our players appreciate us is because we continue to update content that was initially released long ago. At present, we’re revamping how specific weapons and abilities operate, which will impact nearly ten Warframes that have been part of the game for years. This process is crucial to ensure that older elements don’t get overlooked, thus keeping players satisfied with their investments from eight years ago.

In order to proceed, we need to strike a balance between introducing fresh content and managing existing elements. The methodology varies depending on the nature of the update. Some updates may emphasize historical aspects while others may focus more on future developments. It’s somewhat similar to maintaining a well-rounded diet, but it can be quite challenging. Currently, with certain adjustments we’re making, there are many instances where we find ourselves saying, “Oh, recall that feature we added 11 years ago? It clashes with the design of such and such.”. It involves keeping track of numerous elements like this.

A: As a gamer, I recall Techrot Encore initially being planned for Warframe: 1999, but later became its separate update. After the split, what new features emerged in Encore? Is it a completion of 1999’s design or do they stand independently?

As a gamer, I remember Techrot Encore was initially part of Warframe: 1999, but later became its own update. What new characteristics did it acquire after the separation? Do I see Encore as an extension of 1999’s design or do they both stand independently on their own merits?

Alonso: For our annual major updates, we follow a tradition of releasing what we call ‘Echoes’. Essentially, we have countless ideas at our disposal. Our initial plan is to implement them all at once. However, as development progresses and the updates approach, we realize that some concepts can’t be accomplished within the given timeframe. So, we select smaller pieces from our pool of 100 ideas and assign them to the ‘Echoes’ update. This year marks our fourth iteration of the Echoes concept. We view it as a platform for showcasing the core components of our first major update, along with all the additional features that we genuinely wanted to include but couldn’t fit into the initial release due to time constraints.

I guess the term “completed” isn’t quite applicable in my context, as art is often viewed as something that’s never truly finished but merely set aside. Similarly, our updates seem perpetually incomplete due to the constant flow of fresh ideas. If I had a duplicate, I’d probably task him with revisiting an update from three years ago, as there are still concepts I haven’t managed to implement. To be honest, “completed” feels like a stretch here; we might continue evolving this project in the future. For now, this initial batch of major ideas serves as a conclusion, but who knows what the future holds?

A: What’s the strategy behind the new Warframe, Temple’s kit, which amplifies abilities when utilized in rhythm with its Metronome passive? Is it expected for players to master the timing frequently, or is the power boost designed for those who can execute it skillfully and consistently over time? How precise will the required rhythm be?

Alonso: Essentially, if you can sync your actions with the rhythm or beat, it significantly enhances your gameplay. Ideally, you should aim to perform abilities while landing on that beat. It’s not too challenging; roughly 40% of the time, you should be in sync. If you try this without conscious effort, you’ll occasionally land on the beat. Mastering this timing will improve your performance considerably. The buffs are decent, but they can be adjusted via mods. If you find it difficult to synchronize with the beat, there are modifying options available that can help mitigate any negative effects. Our goal is to make the Temple Warframe experience distinct by adding an additional cognitive challenge: matching your actions with the rhythm.

Q: What motivated the Pseudo Exalted rework? What’s the end goal with these changes?

Alonso explained that we’ve had features for quite some time which function similarly to attacking with an imaginary melee weapon. At first, these were useful but also weak, leading to the creation of Pseudo Exalted concept. This was around eight years ago, so quite a while back. In essence, it allowed you to use a mod from your current melee weapon on another weapon, like using a sword mod on a whip. The Pseudo Exalted system involved statistics. However, we never fully embraced it because it was complex and often went unnoticed by players. Since there wasn’t any connection or way to know the impact on the other weapon, it required explicit instructions. To improve clarity, we’re now integrating modding directly into the whip. This means players will easily understand that when they use the whip, it will utilize these mods, as this is how everything else in the game operates. The main goal was to make it clearer for players to comprehend its functioning.

In simpler terms, the proposed change aims to bridge the gap between experienced players who maximize weapon potential and those who don’t, by making it easier for regular players to enhance their weapons. This is similar to untangling a knot, as it simplifies a complex system currently enjoyed by only a few (the four Pseudo Exalted), but affects every player (all Exalted). Since there are many frames involved, all need adjustment and interactions between them must be considered. This has been a difficult task, but improvements have been planned for about four years and will finally be implemented.

Could you elaborate on the specific alterations related to Ash and provide some insights as to how these modifications were developed?

Alonso: Ash was less recognized among the Warframes that underwent the Pseudo Exalted effect. Many players are unaware of his fourth ability being impacted by this, as when you attack with it, you’ll notice the damage numbers. To put it simply, each attack hits four times, three times conventionally and once as ability damage, followed by another time as the Pseudo Exalted version, which is influenced by mods. This fourth strike doesn’t display a damage number, so many players were unaware of this interaction with Pseudo Exalted. This aspect was quite hidden; it was one of the major issues. Since we decided to upgrade it to a version where you can directly modify it, making those damage numbers visible, it seemed like an ideal moment to make improvements. Ash isn’t a Frame that requires significant assistance, so I prefer to call this ‘retouches’ instead of ‘reworks,’ as I won’t be altering the entire ability significantly, only adjusting numbers and some interactions to ensure smooth functionality.

One modification we made includes enhancing the Shuriken throw. Previously, it could only throw two, but now it can launch five. The damage has been boosted by approximately 50%, and they now arc through the air. Upon hitting an opponent, it triggers a melee combo, improving its synergy. We also extended the duration of his smoke screen where he becomes invisible. Originally, there was an augment for his tree that allowed a teleport attack at the end (essentially a finisher). Now, this attack is integrated into the ability itself, eliminating the need for the augment.

The enhancement now offers an additional feature: if you use teleport to kill, it increases the duration of your smoke screen. Regarding the fourth modification, we made it possible for it to be customized, it resolves quicker, and the damage method has been simplified. Previously, it required multiple hits with different mods affecting each hit differently; now, it delivers a single hit that’s influenced by mods and resolves much faster. Earlier, Ash encountered an issue where he would mark numerous enemies, then deploy his ability, allowing his clones to kill them over time. This process was lengthy, leaving room for other players to attack the marked enemies before your strikes took effect. Now, it resolves more swiftly, reducing waiting time.

Writing The World of Warframe in Encore And 1999

A: When I started working for the Warframe team in 2023, the game had already been around for a decade. What’s it like diving into a story with that much history and detail? How do you manage to stay organized amidst all the events, characters, and factions?

Kingsley: It’s undeniably an intriguing conundrum. Warframe is quite a complex game to grasp, especially when it comes to its lore and characters, given that it’s essentially a continuous game of Jenga with its storyline. I can still recall my initial quest, Jade Shadows, where they mentioned, “This one can get pregnant,” leaving me puzzled and asking, “What’s a Warframe?”. Navigating through this challenge was quite engaging, but the best part is that there’s such a passionate online community dedicated to Warframe that practically half the job is done for you due to the wealth of resources available to anyone eager to understand the story. There are numerous insightful YouTube videos and helpful websites at your disposal – all thanks to the community’s efforts to foster growth within itself.

Beyond relying solely on my team of writers for assistance, I immersed myself in the game beforehand, seeking advice from fellow community members, and learning the vast lore bit by bit. After a year’s time, I feel like I’m finally grasping its complexity. It’s become easier to manage the content as I delve deeper into it. A significant aspect of the game, such as the Kim system and the romance system, involves explaining the lore to characters within the game. In this process, I was essentially teaching myself the lore in simpler terms, making it more digestible for others.

A: In the narrative of “Encore,” which is an extension of the 1999 plotline, certain aspects of time travel are included. Can you explain how you handled this creatively, and were there any challenges encountered when working with the time-travel theme?

Fortunately, we managed to exploit the Drifter’s unique time-looping ability, enabling us to essentially carve out a pocket universe for a year. We then established a temporal bubble that characters could move in and out of at will. This allowed us to sidestep many of the traditional problems associated with time travel, such as paradoxes like killing one’s own grandfather, which would erase one’s existence. The game Warframe has already addressed these challenges through concepts like Eternalism and the Drifter, often disregarding narrative continuity. Essentially, we’re dealing in the realm of high-sci-fi fantasy where such complexities are already implied.

We have numerous opportunities to explore time travel scenarios, thanks to the concept of a void and Albrecht Entrati’s work. Notably, we’ve already ventured back to 1999, and we’ve been experimenting with various alternate dimensions. This allows us to delve into these fascinating concepts without overly worrying about inconsistencies in the story’s mechanics.

As an ardent admirer, I’m curious about the creative journey that brought this epoch in Warframe to life. Could you enlighten me on the process of worldbuilding for this era? Furthermore, I’d love to know the balance between the writing team and other teams like art or design when it comes to worldbuilding, and how these collaborative efforts are orchestrated?

As a fan, I’m deeply involved in a collaborative journey, where I often receive Protoframe artwork from the concept team before diving into character creation. For instance, meeting Arthur was an enlightening experience before penning his story, as the art gives me a comprehensive understanding of the character. I can then draw upon these visual details to flesh out his personality and develop the narrative around him. The same approach is applied when constructing Hollvania’s world. We take elements from the artwork and use them as building blocks, while also influencing the art team with our narrative, creating a continuous cycle of inspiration.

Digital Extremes is exceptionally cooperative in its approach to work. I appreciate the harmony between their teams, constantly exchanging thoughts, particularly when it comes to worldbuilding. To illustrate, when designing the universe for 1999, we had a mental image of an alternate Earth—a place that resembles our own, yet is distinctly different. Therefore, instead of referring to places like America or London, we coined terms such as ‘Libertatia’ and ‘Ludston’. Similarly, we came up with unique names for countries and invented fictional band names for popular acts, aiming to create a sense of familiarity while keeping it strange.

Building this distinct yet slightly skewed universe was an enjoyable challenge. It was both familiar and entertaining, yet we aimed to present it seriously without resorting to excessive self-parody. The task was delightful as we strived to create a gritty, grungy setting reminiscent of the 90s, while still ensuring it felt like part of the Warframe universe. In essence, it was enjoyable to craft this unique blend.

A: What sets the latest Protoframe characters by Techrot Encore apart (Flare, Minerva, Velimir II, and Kaya)? Among these, which character do you suppose players would find the most appealing?

Ford:In the latest Techrot Encore, four additional narratives are being introduced and expanded upon, but unlike the original Kim conversations for the hexagon group, these aren’t traditional romances. Instead, they stand alone as stories with a focus on various themes such as horror, aspiration, personal conflict resolution, etc. Each one tells a unique tale, though they may be shorter in length compared to the originals because they don’t follow a full romance arc. The emphasis is more on utilizing the system to tell diverse stories that players can interact with, rather than following a traditional narrative path of getting acquainted with a character and potentially romancing or simply becoming friends with them.

Instead of simply repeating the same system over again, we thought it would be intriguing to experiment with our well-liked and engaging system by using it in an unanticipated manner. We didn’t want to offer repetition; instead, we aimed to deliver more captivating tales this time around. Among the stories I believe will delight players the most, I predict that Flare will leave them quite surprised, while Minerva and Bellamy are likely to be their favorites.

Digital Extremes’ Echoes Updates Explained

Question: What makes Techrot Encore stand out as the most significant update in the game’s Echoes series, considering the original release in 1999 was already quite ambitious? Why have the developers decided to expand this chapter of Warframe so extensively?

Ford explained that due to the postponement of Technocyte Coda, they expanded the content for its successor. Initially, they intended to release 1999 in December, the infested liches in January, and the Echoes update in March. However, considering holiday schedules and the high-quality standard they aimed for, they decided to include everything in the Echoes update instead. It’s an interesting detail that he’s proud of its size, but it’s also a bit surprising because its magnitude came from combining two subsequent updates into one, which was necessitated by the delay of one feature.

As a devoted fan, I must say that what we ultimately crafted and unveiled turned out to be an impressive, finely-tuned sequel to the previously grand update, largely due to our determination to venture into fresh territories with novel characters. We yearned for more Warframe experiences – classic mission types and endgame content that we’re continually refining, along with, of course, our adversary expansion featuring the infested Liches. While some of it was strategic foresight, a bit of good fortune also played a part in our timing. Let’s simply imagine it as a shrewd, calculated decision!

In my opinion, we needed to remove Technocyte Coda from the 1999 release schedule in order for us to do so. I’m overjoyed that we made that decision because it has evolved into something much grander and superior than it would have been if we had released it at the end of last year. This is why the Echoes update is so substantial—we were able to enhance this system beyond what we initially thought possible when we were working on it last year. I’m genuinely pleased that we had the additional time to refine it thoroughly.

How have people in the community reacted to the updates of Echoes, overall? And, how has the process of developing these updates evolved through time?

Everett: We seem to have unintentionally established a pattern for our updates, with Tennocon serving as the annual highlight. Given the regular interim updates and the community response to events like Whispers in the Walls and Dante’s intriguing systems, they now anticipate these Echoes updates from us. We’re all caught up in this expectation, and it turns out to be a convenient arrangement. The community essentially has an unwritten roadmap, knowing there will be Tennocon, followed by excitement, a significant lore expansion, Echoes, something in between for sustenance, and then the main course again. This unexpected formula has helped us share our work more evenly.

Ford shared an interesting tale, revealing that the year was 2020, marked by the pandemic. Originally, they had planned an event called Tennocon, but due to the circumstances, it needed to be transformed into a digital event. This transition resulted in a delay of the digital COVID Tennocon. During this time, they unveiled Heart of Deimos, their third open-world expansion.

However, they found themselves with more content than they could handle for that update. To manage it all, they decided on a second attempt at the same content, which they named Deimos Arcana – their first major follow-up update post-launch. This dual effort was necessitated by the challenges of developing Warframe remotely and organizing the Tennocon event online due to the pandemic.

The origins of the Echoes concept trace back to its initial conception, which served as a foundation for our ideas, and we discovered the possibilities it offered for our strategic planning. As 2021 approached with the debut of The New War, we became certain that an Echoes of War expansion was in order due to the change in staff; Steve and Jeff released The New War, followed by passing control of Warframe over to a new leadership team. Immediately upon this transition, planning for the Echoes of War update would have begun, eventually aligning with our vision for Warframe’s development. I was relentless in my determination to see it through, much like a dog that wouldn’t let go.

Q: How has community feedback on 1999 influenced Techrot Encore?

Ford: If the response to 1999 hadn’t been as favorable, Techrot Encore wouldn’t be as expansive as it is now; it would have merely consisted of the infested liches and the new Warframe. The positive reception played a significant role in its development.

If participants weren’t fond of Protoframes or the Kim system, we wouldn’t have dedicated as much effort into developing additional Protoframes and promoting the Kim system further. It seems that these experiences bolstered our determination to continue innovating in those areas. Echoes updates are essentially our method of maintaining the appeal and novelty of this content, inviting you back for more but with a fresh twist. Our primary objective with Echoes is to ensure that the world remains vibrant and engaging.

A: In discussing the team’s work on the game Warframe: 1999, they have highlighted that the late 90s had a significant impact on its development, shaping it as an epoch from 1999. Given the game’s parallels with our own timeline and certain differences, I am curious about the strategies you employed when incorporating nostalgia into the game’s design. Additionally, I am interested in understanding how deeply you decided to embrace the iconic symbols of that era.

Or:

A: Discussing Warframe: 1999, the team has pointed out that it was heavily influenced by personal experiences and nostalgia from the late 90s. Since the game shares similarities with our current timeline while also having unique differences, could you explain how you approached integrating these feelings of nostalgia? Furthermore, what role did you want the iconic imagery of that period to play in the game’s design?

In Ford’s own words: The experience began with all senses in mind – sounds, images, mood, and more. We aimed to make it as immersive as possible, creating a grunge-versus-pop atmosphere in the digital realm that mirrors the era of the player. It’s not just a historical reenactment, but rather a narrative unfolding at the intersection of the internet, music, and the mall, serving as a central hub for all these elements.

In our creation process, we emphasized heavily on architecture, interior design, and entertainment selections, ensuring a CRT screen for everything and including disk drives wherever possible. The presence of boy bands was essential, but we aimed to craft something that undeniably embodied the spirit of Warframe. Essentially, if you asked die-hard Alice in Chains fans to design a character who rejects every aspect of the Y2K era, from boy bands to pop culture, Arthur would be the result. He’s this rugged, heavily pierced figure. Placing him in this setting creates a clash between the era itself and its own contradictions.

In my opinion, one of the most thrilling updates to observe unfold was largely influenced by the development team, who were constantly brainstorming unique, 90s-inspired concepts. We enthusiastically embraced these retro themes and asked ourselves, “How can we transform this ordinary, human motorcycle into something resembling a Warframe?” That question guided us throughout the process. Our goal was to ensure the update retained the essence of Warframe, while still being peculiar. The entire team collaborated diligently to make this update feel distinctive. I believe it struck a chord with players, even those who weren’t around during the 90s. The secret to its success lies in our approach: we didn’t aim to educate people about the 90s, but rather, to remind them that these concepts had a Warframe twist and were real at one point in time.

Ford: Our team is exceptionally fortunate with its composition. Steve Sinclair, our CEO, joined Digital Extremes back in 1999, a time that significantly influenced many gaming legends when I was just nine years old. Interestingly, one of our talented artists wasn’t even born then. This unique setup gives us a multi-generational perspective on the industry, ensuring we don’t overly rely on any single viewpoint from 1999. In essence, Steve offers insight into 1999 through the lens of Digital Extremes, I bring a fresh, consumer-based understanding from my youth, and others on our team were not even born yet. This fortunate mix of perspectives results in a balanced experience, as far as I’m concerned.

Have you ever considered streamlining certain aspects of Warframe, given its complex nature and the addition of 1999 and Encore expanding into new territories? Has there been a moment when you felt the need to remove an element from the game or revisit a system to make it less complicated or more straightforward in terms of mechanics, storyline, or narrative branches?

Everett: I believe ‘dropping’ isn’t suitable in this context. Instead, we consistently revisit and prioritize the new player experience. The main focus of a game aiming for a 12-year lifespan is to continually add content, as this enhances accessibility for new players to join and play. This is an ongoing challenge we’ve faced for years. Whenever we introduce a quest or a new storyline, we ask ourselves: “How can we help those who have never played Warframe or are just starting out experience that?” The goal is to make them feel like they’re experiencing day one or day two of the game. We often look back at older systems to identify our highs and lows regarding new players, so we can improve explanations and simplify things. In Techrot Encore, for example, we are streamlining the star chart to help players reach The Second Dream more quickly, allowing them to access that pivotal moment sooner.

As a devoted fan, I’d rephrase it like this: When it comes to deciding what to focus on and what to set aside, I prefer to think of it as prioritizing rather than discarding. We’re already planning for the upcoming year and beyond, and we’ve got our thematic arcs mapped out. We’re constantly considering if a new feature enhances our quality of life or if an existing one needs a refresh to fit seamlessly into updates. Completely scrapping something isn’t usually our approach. For instance, Temple, an idea from Kaz years ago about a rock star Warframe with a guitar theme, has finally come to fruition because it feels like the perfect time for its debut. We have plenty of exciting, innovative ideas and mechanics that could use refinement, but we only implement them when the timing is just right.

Q: Do you see more Echoes updates reaching the scale of Encore in the future?

Ford: From where I stand now, considering our team and conversations, this upcoming project could be quite significant for a while. The reason being, we’re attempting some unique tasks this year, which might not align as seamlessly with high entertainment value. However, there are exciting twists ahead, so I can’t reveal much more than that. There are some unexpected turns on the horizon!

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2025-03-12 16:15