Tenno,
As you’ll soon see in our marketing channels, Intermission II is ending on May 3 on all platforms. Spend your Intermission II Cred! In the coming weeks, Nightwave Series 3: Glassmaker will start to unfold, with a whole new series of exclusive Rewards and newly added challenges -- many designed and suggested by the community!.
But onto the elephant in the room: “Why did Intermission II last so long”?
This post is to explain why;
The short answer to ‘why’ is because of the want to put not only the much emphasized ‘more Lore’ within the series, but also add a taste more of interactivity with Nora’s storytelling.
The long answer is one rooted by setback after setback we have faced as developers due to our own choices - we are entirely responsible for each additional day this Intermission II lasted. We have had issues with timing, creative choices, a bit of a work-from-home interruption, and more. But when each of those issues is scrutinized, they all fall back to one major issue: quality.
A third entry into the Nightwave system is a lower-risk for quality - but what surrounds its development is extremely high risk - Scarlet Spear, Railjack, Warframe Revised, these labour- and creative-intensive updates have all impacted our ability to release Series 3. Each update brought a new set of fresh challenges and problems to solve, which unfortunately pushed the goalpost further back.
We are responsible for the quality of our releases, and when it comes to Series 3, we do not want its functionality to be what you’re focused on. We don’t want you to have questions of ‘will it work’ at a functional level, but rather, ‘will it work’ at a conceptual and storytelling level. With Series 3, we wanted to attempt a course-correct back to delivering an update that hopefully has a first impression we can stand behind.
See you later in May for NIGHTWAVE SERIES 3: GLASSMAKER!