
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.




