Technologies
Warframe Isleweaver’s Spider-Man-Like Frame Is a Masterpiece of Design
From concept to completion, creating the character Oraxia presented unique challenges for developer Digital Extremes.

There’s a lot to get excited about in Warframe’s Isleweaver expansion — which is free to play today on PlayStation, Xbox and PC. The update links the time-lost Warframe 1999 and the timeless islands of Duviri, pushes the Void War narrative arc forward and gives tight-knit player guilds a new large-scale operation to contribute to.
The biggest allure of a new update for many players will always be the shiny new toys, and Isleweaver has tons of those too. A new whip and throwable clustered barbs will make a fine addition to any stealthy player’s arsenal, while endgame builds will benefit from a new Incarnon weapon that’ll evolve and gain special abilities in the heat of battle.
But the most impactful addition to every Tenno’s toolkit is Oraxia, the 61st unique Warframe that players can pilot. She’s the culmination of a years-long community meme about adding a Spider-Frame into the game, and you’ll soon get a chance to scuttle around on spindly legs, summon an army of multilimbed children and assassinate enemies from above.
But it turns out that deploying extra legs and climbing on walls took an immense amount of effort to make work in Warframe, another challenge for a team that continues pushing itself to make wild fantasies playable in the game.
Oraxia «was definitely something that we only did because we’re crazy,» Warframe Design Director Pablo Alonso joked. «Honestly, we shouldn’t have done it. But at the same time, I’m happy we did, even though it pushed the team a lot to get this done.»
I spoke with Alonso and Warframe Creative Director Rebecca Ford to find out more about how Oraxia evolved from concept to reality, the stresses of modeling a completely new type of Warframe ability, and the challenges of creating this fearsome arachnid’s boss fight.
A skittering threat stalks the shadows
Warframe is all about empowering players to pick a power fantasy and live it out on the galactic stage.
Whether you enjoy playing more traditional roles, like a hack-and-slash knight or a damage-soaking tank, or you get your kicks from playing more unorthodox characters, like Sun Wukong or a walking nuclear reactor, there’s a frame in the game for nearly everybody’s favorite play style.
Each Warframe has to widen the net a little more, doing something completely different from the previous playable characters. The vision for Oraxia was actually quite simple: Like Spider-Man, she does whatever a spider can.
«She’s a predator,» said Alonso. «She lurks, she strikes, and she has her little army. That’s the core theme we were going for with her.»
Unlike in-your-face tanky frames, stealthy Warframes strike from the shadows, going invisible or lulling enemies into a deep slumber. When you play with Oraxia, you’ll skitter on walls with her ultimate ability and engage with your foes from above — they’ll become your prey.
«The walking with the elongated legs is the most exciting part of her kit,» said Ford. «Her ultimate move set is so cool, I feel like it’s unlike anything we’ve ever done before.»
«Especially once you start web whipping between walls and stuff, it makes the game feel very different and it’s a lot of fun,» Alonso added. «It almost makes you think of the game in a little bit of a different way, which is what we want.»
Alonso explained that gameplay diversity is one of the most important design pillars guiding the Warframe team, and that Oraxia already feels like a success because there’s nothing else in the game that compares with the feeling of popping out extra legs and web-swinging around the map.
«It’s very satisfying,» Ford said. «It’s a testament to not only the mechanics that were put in, but sometimes you just see the sound team hit with a small WAV file that makes all the difference. The sound for the web is excellent.
«All those little pieces come together when you have people working in their craft so excellently to create that satisfying button click,» Ford said. «Because at the end of the day, that’s all we’re doing, right? We’re putting together buttons and dressing them up in a way that makes it feel like something that’s never been in Warframe before.»
More legs meant more design challenges
Believe it or not, Oraxia existed far before the Spider-Frame meme took root in the Warframe community. Ford said the Warframe team wanted to piece this frame together as far back as 2023.
While developer Digital Extremes has a very close-knit relationship with Warframe players, Oraxia’s development process was largely unaltered by the memetic feedback the team was constantly bombarded with.
«For us, this was always a character that needed the whole treatment,» Alonso said. «There are memes that can be hard to overcome — think ‘Hydroid trailer‘ — but this one wasn’t much of a problem because we had so many cool concepts for what the Warframe was going to be. The meme of it being a secret was just kind of fun for us.»
What made Digital Extremes hold off on Oraxia for so long? Understandably, bringing this frame to fruition was something of a design nightmare.
«The perfect summary is that this was the ‘Oh, god, what have we done?’ Warframe,» said Ford.
Alonso explained that Oraxia was far more complex to create than the average Warframe because there were so many considerations that needed to be made regarding the legs that appear during her ultimate ability.
Every Warframe team needed to work in tandem to smooth the kinks with the latest frame. Oraxia required new model rigging, animation trees, animation tweaks and complete animation overhauls for how the frame’s legs move and react to the environment around them.
The unique shape of the frame meant collision hitboxes had to be tinkered with, and the player camera needed to be pulled back away from Oraxia because her legs were obscuring the aiming reticle.
There was a cascading series of issues that made the Spider-Frame a tough character to integrate into the game. But seeing the frame in action for the first time validated the team’s decision to commit to it.
«There were just so many things to fix with Oraxia, but the frame ended up being really cool,» Alonso said. «That’s the thing that always catches us: We want to make something cool, and it can be painful getting there, but it’s worth it in the end.»
From foe to friend: Creating a Warframe’s boss fight
Before you get a chance to try out Oraxia for yourself, you’ll have to challenge the sticky seamstress on a newly revealed island in Duviri.
This isn’t the first time players have had to fight another Warframe, of course. Solar rail specters have historically gated every new planet on the Star Chart, and the Stalker’s Warframe acolytes routinely show up to threaten you if you’re bold enough to walk the Steel Path.
Kullervo, one of the other Warframes featured in Duviri, has a boss fight of his own, where you challenge the tortured soul in his gladiatorial arena. But Warframe’s design team has had a lot of practice with boss fights since his debut, learning lessons that will apply in the battle against Oraxia.
«We’re getting better at telegraphing moves and being more careful explaining how things work,» Alonso said. «You know, we have a few bosses within Warframe that — even people that have been playing for years don’t really know how they work. They just know ‘shoot them until it dies’ and they don’t know why. So we want to find where those communication breakdowns are happening and fix those.»
Perhaps more importantly, Alonso explained that traditional boss fights really don’t work in a game like Warframe, so it’s up to the team to find fun new ways to make things challenging, without creating bullet-sponge enemies.
«We’re also trying to have more mechanics rather than just making bosses that essentially soak up damage. When it comes to just avoiding damage or dealing out damage, Warframes are so good at those things that fights become a DPS race,» Alonso said, referring to damage per second. «If it’s just a survivability race, you just subsume Mesmer Skin and stand there — there’s no problem in your life, right? So we’re basically trying to find those spots where there are interesting mechanics.»
Oraxia’s boss fight will include movement mechanics at different intervals, forcing you to avoid hazards in the midst of tangling with your venomous foe.
«In this one, we have some tunnels between boss stages, where you have to dodge some lightning,» Alonso said. «It’s not a complicated thing. It’s not a hard thing. But it’s fun to dodge, jump and slide under it. It adds a different beat of gameplay that feels very Warframe.»
If you’re looking for a model of what the Warframe team believes a good boss fight should feel like, look no further than the Technocyte Coda enemies introduced in Warframe 1999, Alonso said. You might not battle the same infested lich every time, but the stage hazards, like laser lights and explosions, anchor the fight.
«I think that shows a little bit of what we like, which is a bit of combat, then some kind of mechanical component before you’re back in combat again,» he said. «That flows really well, and we’ve found that it has a good rhythm to it.»
The Isleweaver update is available for free now on PlayStation, Xbox and PC. You can dive into the Duviri invasion, help Dominus Thrax retake his throne, and battle Oraxia at her island lair next time you log in to Warframe.
Technologies
Review: The Switch 2 Pro Controller
Technologies
The Switch 2 Pro Controller Makes a Comfortable Upgrade, but Still Falls a Bit Short
The new controller feels a little more pro than its predecessor.
The Switch 2 Pro Controller is a standalone controller that pairs with the new Switch 2 and provides a more comfortable gaming experience than the standard Joy-Cons. While it might look similar to the old model, the second-gen controller has a number of new features to help it earn that «Pro» title.
The 2 Pro retails for $85 — a pretty significant jump over the original’s $70. The good news is that, if you want to save some money, the Switch 1 Pro Controllers do work on the Switch 2. Since it’s detached, it’s really more useful when playing docked, connected to a TV. I really like the look and feel of it, but it’s definitely an expensive, unnecessary accessory.
Both Pro controllers feel pretty similar, which is good since I always felt the original was very comfortable. They’re the same size and shape, and the button layout is mostly the same, but the original has a subtle texture to its grip while the 2’s is smooth. I actually find the new controller a bit more comfortable than the first.
Just like the new Joy-Cons, there is a GameChat button near the bottom, a shortcut to screen-sharing gameplay and forming parties with your friends to video or voice chat together. Keep in mind that you can just pop back out to the Switch main menu and open GameChat manually without needing to hit the button.
Another new feature are back buttons on the underside of the handles, GL and GR. Back buttons — programmable buttons that you can assign to act like other inputs — are pretty standard on pro-style controllers but were absent on the first Switch Pro. For example, in shooters, players will often bind duck or jump so they can perform those actions without taking their thumb off the right stick.
Mapping these buttons is super easy through the Switch 2’s settings menu or by holding down the Home button and changing them there. These button maps are also saved on a per-game basis, which is great, allowing you to specify which actions you want available on different games instead of needing to adjust back and forth when you swap games.
The downside is that there are only two buttons, one on each side, like PlayStation’s DualSense Edge pro controller. I would have liked more options, like the Xbox Elite controller’s four programmable buttons. Both those controllers also allow you to swap the buttons’ shapes. Nintendo doesn’t.
Another upgrade on the Switch 2 Pro Controller is a headphone jack on the bottom, which is useful if you’re trying to play games quietly.
Battery life remains the same as the first Pro Controller: Around 40 hours on a single charge, which is definitely on the higher side for controller batteries. In comparison, the DualSense Edge lasts only 5 to 6 hours. The new Pro Controller also charges faster. Nintendo says it takes about 3.5 hours for a full charge, whereas the original Pro Controller takes six hours.
The large face buttons and analog sticks feel the same, which is good since the original didn’t need improvement. The D-pad, though, feels like it has more freedom of movement and accuracy. This makes hitting diagonal inputs easier to pull off, like in Street Fighter when a special move requires a quarter circle. I found it simply better for adjusting character movement in a 2D platformer, like Super Mario Wonder.
One of my major complaints is that it still lacks analog triggers. This feature has been on Xbox and PlayStation controllers for years and allows games to sense when you partially press a trigger. It’s important in racing games, for example, where pressing the trigger determines how much you’ll accelerate. But nope, that’s not a thing for the Switch 2 Pro Controller.
Curiously, the new Pro Controller can’t wirelessly connect it to a PC. Steam doesn’t yet recognize it, though it took a while before the original was directly supported as well. While it’s missing some key pro features compared to Xbox and PlayStation’s offerings, those controllers also retail for around $200, so the price difference makes sense.
The Switch 2 Pro Controller is best for someone who primarily games with the console connected to a TV. It’s an overall improvement on the first one and brings Nintendo closer to what we expect from a pro-style design, but it becomes a harder sell if you already have the original Pro Controller. Many of the new features — back buttons, a headphone jack, quick access to gamechat — are pretty easy to live without, in my opinion.
Technologies
This $1,299 Robot Dog Plays Soccer, Dances and Can ‘Evolve’ With AI
The Sirius robot dog goes on preorder Thursday, integrating with OpenAI to develop its «soul.»
After an initial appearance at CES 2025, the Hengbot $1,299 Sirius robot dog is going on preorder Thursday, highlighting an agile body that’s able to play soccer while also integrating with OpenAI to develop its own personality.
(Disclosure: Ziff Davis, CNET’s parent company, in April filed a lawsuit against OpenAI, alleging it infringed Ziff Davis copyrights in training and operating its AI systems.)
While robot dogs have been around for decades with brands like Sony’s Aibo, Hengbot’s Sirius robot is putting a particular emphasis on how quickly it can move. The company has been showing this off in videos that demonstrate it dancing to piano music or shaking hands next to an actual dog. The Sirius robot has a total of 14 axis across its legs and head along with proprietary joints named Neurocore that let it move more naturally.
Hengbot says it’s also customizable using a «game-like» editor, featuring the ability to customize the robot’s personality to be more like specific dogs such as a Corgi, set up different facial reactions to appear on its head or upload voice packs to customize what the robot sounds like.
However Hengbot does note that, because this is a robot after all, the Sirius robot dog is meant primarily for flat indoor surfaces and isn’t meant to be played with outside. So while dancing and soccer games (which can be played with an included controller) are fine, the Sirius robot is unlikely to be running up and down the stairs of a house. The robot’s battery will also let it run for 40 to 60 minutes when moving or one to two hours when standing still and Hengbot says it takes about an hour to recharge. Other specs on Sirius include an 8-megapixel camera used for vision, two USB-C ports used for development and accessories
Using a network connection, the Sirius robot develops it’s personality with an integration with large language models like OpenAI, which it also uses to process voice commands. This can include asking it to dance, sit or to act like other animals like a cat. Hengbot says the dog itself does not collect data but also advises that the Sirius is designed more for adults who would like to use some of the more creative features that the dog is capable of.
And that distinction is important, as AI is still prone to hallucinations and other mistakes. For instance, last year my colleague Bridget Carey tested a ChatGPT-enabled teddy bear named Poe made by the Los Angeles-based toy maker Skyrocket. The bear created stories using prompts within the app but at launch its vocabulary was rather verbose for young audiences. While Hengbot’s Sirius robot will primarily be dancing, barking and moving about, Hengbot does say that the Sirius robot is eventually intended to integrate with a wider creative platform meant for hosting and sharing different projects.
The Sirius robot is available to preorder on Hengbot’s website and it’s expected to be available this fall.
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