A few days ago on a whim I reinstalled Warframe (last played when The Sacrifice and the Venus open world map came out, I think in 2018). I love the space fantasy and the baroque aesthetics. Ornate gilded robosamurai and robowizards fight against clone armies, corpo cults, zerg, god robots, and evil immortal humans who look like alien greek or roman gods. Very unique.
It has occurred to me that Warframe is I think the only high production value RPG in which you do not play as any human or human-esque looking character. You play as organic robots with no mouths or eyes or "face". And the monetization model is partly based off of selling people these inhuman looking characters. When the conventional wisdom that League of Legends and gacha games found was that if you are making your money off of selling individual characters, you want to make them as conventionally attractive as possible (which was why Riot stopped making monster heroes after a while).
I think part of the reason why it works is because the rest of the characters in this game look uglier. Ugly Grinner clones, corpos in ridiculous tacky outfits, zerg with models that are generally not very cool compared to StarCraft Zerg models or tabletop Tyrannid models. Even the regular human characters have unattractive faces and uncool outfits. So in comparison, the Warframes are probably the most visually appealing "characters" in the game.
I had to do a lot of research to figure out how to build my favorite Warframe "correctly". The game is not easy to understand at a glance. You have crit chance and crit damage, but then you also have six different elemental types of damage (corrosion, magnetic, radiation, blast, gas, and viral)... and then you have a status chance for these effects to be applied. Oh and then there are three types of melee weapon damage (slash, puncture, impact). And it is not easy to tell if you are supposed to be trying to stack all of this, or focus on one, and what is the correct balance of the ratios/numbers because you have limited mods slots. Etc. And then there are a lot of subtleties to the mod interactions that requires extensive online research to understand if this mod that gives you a bonus if you lose HP procs with this other mod that causes you to lose HP... etc.
I am reminded of a conversation I had with a coworker last week about how these modern RPGs after Diablo 2 have lost the plot and have become so ludicrously overcomplicated that you need a PHD to understand them. And it doesn't add that much fun to the experience when most of these customization options are illusory, and really you are going to go for the mandatory build points each time (highest damage multipliers, etc). Makes me appreciate Sakurai's philosophy that a game should be able to be played with just one or two buttons and no outside research.
And then once you finish building your Warframe... you then get hit with the sobering realization that all of this effort was pretty much pointless. Once you have progressed through all of the planets on normal difficulty, and then progress through the main storyline, you are pretty much done with the game. The only thing left is to grind older missions and tilesets and boss fights you have already done, but on arbitrarily higher difficulty to get gear with arbitrarily higher numbers, to do... what? You had already beat the game. It is rather frustrating that the Helminth segment which allows you to mix and match Warframe abilities can only be unlocked once you have pretty much finished the solar system and have beaten most of the main storyline, so by that point you only have a few hours left of plot anyway. Why not let people have more fun for most of the duration of the game?
I am surprised that this game is not actually Unreal engine. Apparently it is some inhouse engine made by DE.
The human faces look very ugly.
Looking at DE's next game, Soulframe, (also made by the same guy Steve Sinclair), it is disappointing that it looks relatively generic and uninspired compared to Warframe.