
Game intel
Soulframe
This free-to-play open world adventure heavily influenced by themes of nature, restoration, and exploration. Soulframe will deliver its own independent and un…
This caught my attention because voice actors who cross from high-profile single-player RPGs into MMOs can change expectations for storytelling in live-service games. Jennifer English – known to players from Baldur’s Gate 3 and other narrative-heavy titles – has been announced as the voice of Alora, the Empress of Eldveil, in Digital Extremes’ Soulframe (currently in the Soulframe Preludes beta). She called the role a “dream absolute” (translated from French: « rêve absolu »), and the hire signals Digital Extremes wants Soulframe to feel cinematic and character-driven – not just another gear treadmill MMO.
Concrete facts: Jennifer English is reported to voice Alora, a major NPC in Soulframe. Digital Extremes — the studio behind Warframe — is running a limited beta under the “Soulframe Preludes” banner. English’s résumé includes high-profile narrative projects like Baldur’s Gate 3 (and roles in Elden Ring are also cited), so she brings pedigree in emotionally layered, choice-driven performances. She framed this casting as a “dream” role, which developers and PR teams love to amplify — but there’s a kernel of truth here: the right actor can lend gravitas to MMO storytelling in a way generic voice pools don’t.
“Why now” matters. The MMO market has seen a resurgence of interest in narrative-first multiplayer experiences — from Final Fantasy XIV’s continued dominance to new entrants attempting to carve niches. Digital Extremes has live-service chops thanks to Warframe, which means they know how to run content pipelines, cosmetic economies, and long tail engagement. But Warframe is far from a narrative-led fantasy MMO; Soulframe is an explicit pivot toward story-driven fantasy, and hiring known narrative talent is part of that positioning.

Still, history warns us: studios love to tout “cinematic” MMOs and drop a few big names at reveal events while the bulk of in-game interaction remains grind-first. The real test is whether those voice performances are woven into systemic content — voiced questlines, dynamic events, player-driven story beats — or used sparingly in trailers and hub scenes.
Practical implications for players: an actress of English’s calibre raises the odds Soulframe will feature high-caliber cutscenes and voiced cinematic arcs. Expect at least some heavily voiced questlines and emblematic NPC moments. That can elevate emotional stakes — imagine faction leaders with acting that sells betrayal or tragedy, rather than bland exposition.
However, temper excitement with skepticism. MMOs must balance recording costs, localization, and the need to iterate content live. If most dialogue is voiced but limited to pivotal beats, that’s a win. If it’s a headline name used only in promotional assets, that’s a red flag. Also watch monetization: narrative hooks can be used to funnel players toward paid expansions or time-gated story patches.

Hiring experienced RPG actors is a smart move because it signals investment in characters, not just systems. Digital Extremes understands live-service retention; pairing that with strong performances could produce an MMO where players actually care about NPCs — rare and valuable. The risk: execution. If voice work isn’t integrated with meaningful choices or recurring content, it becomes window dressing. Players should judge Soulframe by what’s playable in the Preludes beta, not just by cast announcements.
Jennifer English joining Soulframe is a promising sign that Digital Extremes wants a narrative-forward MMO, and her pedigree could bring real emotional weight to key moments. Still, voter beware: voice talent matters only if the studio commits to weaving that performance into live, repeatable systems. Check the beta and watch whether voiced storytelling is a central pillar or a shiny trailer trick.
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