
I thought I was only going to play five or six hours of ARC Raiders on launch day before sitting down to write this initial review in progress, but after just a handful of matches, I suddenly couldn’t pull myself away – and before I realized it, I’d been playing for 10 hours. This is without question the most hooked I’ve found myself on an extraction shooter (and I’ve played a lot of them), with clean and tense gunplay, a progression system that’s been incredibly satisfying so far, and a loot game that has me sweating over what to put in my backpack and what to leave behind. I’ve still got loads more to do and see before I can draw any final conclusions, but what I have played has made an incredibly good first impression.
ARC Raiders follows the usual extraction shooter formula of dropping you into a zone to take down NPC enemies and scramble for loot, all while looking over your shoulder for rival crews who would love nothing more than to crack you open like a meat pinata and take everything you’ve collected. From what I’ve seen so far, ARC Raiders hasn’t done much to iterate on those fundamentals, but it does absolutely nail them, and that’s harder to do than it might sound – for example, a big budget attempt like Battlefield 2042’s Hazard Zone mostly fell flat, and the alpha for Bungie’s Marathon landed with such a thud it was delayed indefinitely.
One of the main ways it succeeds is in its stressful gunplay, where weapons only have a few rounds in each magazine, take a good deal of time to reload, and the robotic NPCs are either much faster than you or can rain down missiles to take you out in a single blast. This means I’m usually feeling like a rodent sneaking around to scavenge food and supplies from the world before slinking back to base – but when combat does break out, it’s charged with delightful anxiety thanks to the high-risk, high-reward situation of knowing you’re either about to lose everything you’ve fought for or grab some awesome gear off the corpses of those you’ve bested. This includes both AI-controlled and human players, as both can be found and fought out in the world, though it’s best to avoid either of them unless you know you’ve brought the gear and skills required for a fight. That’s because firing a shot has a good chance of drawing all robot enemies and loot-hungry players to your position, taking advantage of your vulnerability to do as much damage as possible.
All four of the maps I’ve seen so far have very cool and distinct vibes to them, from the ruined husk of a waterlogged dam to a city buried in red sand. It’s a good thing that they’re so great to look at, too, because you’ll spend a whole lot of time trekking back and forth across them in search of loot. I still feel like I haven’t seen most of the nooks and crannies of these areas, despite having played on them for dozens of matches already, but they are starting to feel a little familiar to me. Here’s hoping they’ve still got secrets to uncover that expand the amount of time I’m willing to spend on each.
As I work toward exploring every last zone, one thing I’m still looking for is an enemy combatant I haven’t faced yet (aside from the massive tanks, which I’m just steering clear of at this early stage). Most of my NPC combat encounters have been against the small roly poly bots and flying drones that are fairly easy to destroy, with my fellow players being the only proper challenge so far. I’m looking forward to the point where I’m powerful enough to actually engage with some of the chonkier enemies more seriously, but it still would have been nice to have a wider variety of low level AI combatants to shake up the early game a bit.
Thankfully, even as maps and enemies have begun to feel familiar, that hasn’t dampened my desire to play just because of how good the loot and progressions systems are. Every run, win or lose, has me excited to return to the cozy sanctuary of Speranza, where I can chat with vendors, turn in and accept new quests, upgrade my facilities that allow me to craft items and gain access to new upgrades, customize my character’s appearance, and spend skill points that make me slightly better at things like keeping quiet while rifling through loot during matches. There’s so much to do and unlock that I truly feel I’ve only scratched the surface in this regard, and that’s kept me glued to my controller and eager to dive into new matches.
Anyway, there’s still lots to do and robots to slay, so I’ll be headed back out to the wastes for more just as soon as I’m finished typing. You can expect a full, scored review early next week!

















