ARC RAIDERS New Beta Gameplay Demo

So after awhile, vs a Battle Royale. The win condition is hazy, unlike in a BR where a win is a win, or placement. Here it is just about a shiny collection. Therefore I'm not certain on the longevity for myself, never have been a loot caring gamer….

What am I missing?
This is a PvP RPG.

It's PvP Final Fantasy or PvP Skyrim.

The genre needs a win condition (final boss) to put the character building in the proper context. If you get RPGs, you should get ARC Raiders (provided they have their Kefka).
 
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Can't remember a game that made me so frustrated after a few bad rounds. I think it's the 5min annoyance of getting your gear set between matches. I really hope in the near future they add a way to make pre-set loadouts. Where it automatically breaks materials down for you for set specific gear. It's so damn tedious at the moment. Vault space is stupidly brutal too
 
This is a PvP RPG.

It's PvP Final Fantasy or PvP Skyrim.

The genre needs a win condition (final boss) to put the character building in the proper context. If you get RPGs, you should get ARC Raiders (provided they have their Kafka).
Confused Little Girl GIF
 
This is a PvP RPG.

It's PvP Final Fantasy or PvP Skyrim.

The genre needs a win condition (final boss) to put the character building in the proper context. If you get RPGs, you should get ARC Raiders (provided they have their Kefka).
So there is a boss to beat??
 
So there is a boss to beat??
I believe that's where the genre is heading.

Marathon has the highly difficult 4th map with puzzle like elements. You'll only be able to attempt that map once or twice before having to farm back up again. It sounds like that map will act as the "boss map". They'll probably make changes to it every season so it feels like a semi fresh challenge.

We know nothing about ARC Raiders end game right now. I bet they reach a similar solution as Bungie.
 
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I believe that's where the genre is heading.

Marathon has the highly difficult 4th map with puzzle like elements. You'll only be able to attempt that map once or twice before having to farm back up again. It sounds like that map will act as the "boss map". They'll probably make changes to it every season so it feels like a semi fresh challenge.

We know nothing about ARC Raiders end game right now. I bet they reach a similar solution as Bungie.
The lack of clarity may not be for me. Never been one to grind without defined boundaries. See how it goes.
 
Game looks like the standard coop game many "SP gamers" tend to enjoy, a la Monster hunter or Helldivers. However, if you really want to know, the PvP element will eventually wear those people off, as PvP always devolve into meta-gaming and few of those types of players are willing to put that much effort into a game.
 
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Why does the screen / FOV feel stretch out?

Game feels fine to me so far, but I don't think this is a day 1 buy for me anymore. The initial reveal makes this feel like a totally different game. Similar to how Division 1 reveal trailer was like all those years ago.
 
Extremely impressed for the little time I've been able to play it. Play control seems pretty tight(a must in these type games) along with great looking and designed, sweeping maps that beckon you to explore them.
Love the atmosphere and the moody musical synth score straight out of the 80s.
But do you know what I fell in love with?

That killer artwork. IMO a loving tribute to the Atari 2600 cartridge artwork which had "that look"

Super Breakout(Atari 2600)

b_SuperBreakout_Color_front.jpg


ARC Raiders(Embark Studios)
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This *IS* what hooked me in with the initial reveal here:



I'm hopeful they stick the landing as I'm past burnt out on Destiny 2 at this point. While it may *not* exactly follow similar gameplay paths(space action/fps rpg vs sci fi, post apocalyptic extraction shooter)
it can fill that excitement of jumping in with your brothers, friends/mates, shooting some stuff, grabbing loot and then scoot( Solarstrike Solarstrike :messenger_beaming:
 
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Game looks like the standard coop game many "SP gamers" tend to enjoy, a la Monster hunter or Helldivers. However, if you really want to know, the PvP element will eventually wear those people off, as PvP always devolve into meta-gaming and few of those types of players are willing to put that much effort into a game.
It'll capture more SP oriented gamers than most PvP games because it provides the hooks they're looking for.

Just like Fortnite.

This is how multiplayer grows. It's what I've been saying for years. The prophecy is coming true. I know you see it.
 
21K crossed. I think there is no doubt now.
Also #19 on Steam Wishlist compared to #60.
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21
21K while they're still sending out invites isn't earth shattering. That puts it in the Hunt Showdown ballpark, which currently sits at 22K CCU.

Unless they do limit access to the beta.
 
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Biggest problem currently is loot doesn't feel very rewarding. Outside of room keys and the occasional good weapon, I don't feel the dopamine hit like I should. It would be cool if they added a perk system to your character. This will get ironed out over time, I'm sure
 
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Biggest problem currently is loot doesn't feel very rewarding. Outside of room keys and the occasional good weapon, I don't feel the dopamine hit like I should. It would be cool if they added a perk system to your character. This will get ironed out over time, I'm sure
They need to throw in some form of rare collectibles that can be displayed and viewed at your base. Like cards, or the mixtapes, or similar. Maybe even some minor cosmetic things could work, like patches you can display on your pack.

Right now the highest value things are weapons, weapon mods, and then recipes.
 
This is a semi valid point (finally!). In 3rd person games, the fatal funnel inverts from at the doorway to leading up to the doorway.
Then you concede that the doorway is no longer a fatal funnel, but a risk-free power-position.
Having a drone hover 6 ft behind the players head is not ideal
From your perspective, explain why.
, I will admit it
What are you admitting to? Explain.
, but it recreates real life tactics far better the FPP.
Without using the fatal funnel myth that we just put to bed, explain why.
It also helps the game facilitate multiple playstyles and choice better than FPP
Explain why this is unique to the third-person perspective.
because pushing is still commonplace in a game like ARC Raiders.
From your perspective, regardless of camera angle, is pushing equal to brain-dead?
Yes.

A doorway should be highly dangerous for all skill levels to push through. That's why it's not to be taken lightly when a 30 year old Marine approaches a door and a 60 year old farmer with a gun in quietly waiting on the other side.
Yes, in real life. But, in third-person shooters, you've already conceded that the doorway is dangerous because it's a risk-free power-position and not a fatal funnel.
FPP games reduce the fatal funnel effect to such a degree that it allows brain dead playstyles to win out.
You've already conceded that the fatal funnel effect is not only reduced in third-person, but has transformed into a risk-free power position that allows anybody to win out. Also, when you say "brain-dead play styles," what other play styles are you now calling brain-dead, and how are they unique to first-person perspective?
Brain dead playstyles are fine in arena shooters because they're naturally about reflex and aimskill.
Using your reflexes and aiming skills are not exclusive to either camera angle, and are necessary to both third and first-person shooters.
Brain dead playstyles have no place in tactical shooter like this.
Again, what are these other play styles?
It does. I've explained why numerous times. TPP represents a camper / stealth players situational awareness far better than FPP.
Nebulous. Far better? Why?
I don't mind using corner peak against brain dead players. F*** brain dead players.
You're truly a master tactician.
I got ARC Raiders right though didn't I. What was your big prediction again?
You can bet on every horse in the Kentucky Derby and claim victory afterward, if that's your thing.
 
I tried to enjoy the game but looking around for loot feels like a chore for me as well as having to craft/buy/manage inventory each run (I know that's what extraction is, this is my first try at the genre). I guess I'm just monkey-brained and would much rather just hop in a match without the looting part. I don't mind the PVE parts, they are sparse enough to not get too annoying. I think I just want another The Last of Us/Uncharted multiplayer.
 
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I played it for 12 hours, it's excellent. The game looks and plays great, and the sound design is unbelievable. I'm not a huge fan of extraction shooters by any means, either. Doing a solo run is pretty intense, the PVE element is great, the ARC's are the bots that roam the surface. There pretty much a "Fuck around and find out" kind of enemy (especially the bigger ones). They're fun to engage and fun to try and evade also. Overall, I had fun. Hopefully the game hits, and it would be cool if they added a more complete PVE mode with your squad facing just ARC's, but probably not :messenger_winking:.
 
It's fun aggro'ing bots towards people who wanna shoot on site.

Middle Fingers Up GIF by Lil Renzo
 
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Sony fanboys wanna downplay Arc Raiders...scorned Xbox fanboys wanna downplay Marathon. Both sides like to play stupid. I think it's hilarious. Arc Raiders won this round...let's see when it comes to release.
 
Sony fanboys wanna downplay Arc Raiders...scorned Xbox fanboys wanna downplay Marathon. Both sides like to play stupid. I think it's hilarious. Arc Raiders won this round...let's see when it comes to release.
Game will be carried by PC and ~90% will have moved onto something else within the first 3 months after it's release.
 
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I enjoy the gameplay loop of scavenging/extracting/crafting.
Not a fan of grifting pvp though. When PVPers eventually get bored, game will become a gank fest.

They would need a pure PVE playlist which I personally would be in favor of and just let me explore their world they created with possibly reduced XP or just some sort of penalty for not having to worry about PVP
Like making AI deadlier.
 
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The only way they could do that is by creating a mode that eliminates PvP

What you don't seem to realize is that there's relatively few "SP only" or "MP only" gamers.

Most gamers fall between the two poles. The reason why ARC Raiders will do well commercially is because it appeals to the "MP only" pole and a good chunk of players to the left of that. That's why GAAS continues ballooning.
 
Then you concede that the doorway is no longer a fatal funnel, but a risk-free power-position.
I would say that the fatal funnel is moved, not eliminated. FPP eliminates the fatal funnel which produces significantly less interesting combat scenarios.

From your perspective, explain why.
Because we don't have a drone following us IRL.

What are you admitting to? Explain.
I am admitting that we don't have a drone following us IRL.

Without using the fatal funnel myth that we just put to bed, explain why.
You tried to put it to bed, not me.

The reason is because the addition of stealth, hiding, and observational viability gives us a deeper bag to pull from. It's why the card game Poker is more interesting than the card game War. Having a set of cards to work off of gives us more choice than having a single card to work off of.

Explain why this is unique to the third-person perspective.
Read above. It gives the lower aim skill / reflex player more viable options to best the high aim skill player.

From your perspective, regardless of camera angle, is pushing equal to brain-dead?
If this isn't brain dead, I don't know what is...



If two people have a single person pinned behind a car, and you think the only option is to rush directly towards the defensive player, you're an idiot.

Yes, in real life. But, in third-person shooters, you've already conceded that the doorway is dangerous because it's a risk-free power-position and not a fatal funnel.
I never said it's risk free. I said that it gives defensive, stealthy minded gamers a more representative advantage of real life tactics.

If you play Valorant, there is basically nothing you can do if you know a high twitch player is contesting your choke point.

A game as popular as Valorant, with some of the best SBMM in the world, can't produce a compelling defenders advantage. ARC Raiders can.

You've already conceded that the fatal funnel effect is not only reduced in third-person
No, I said the opposite.

Third person perspective gives the fatal funnel more viability (though it does change its location).

, but has transformed into a risk-free power position that allows anybody to win out.
I never said these things. Stick to what I actually say as it creates more interesting conversation.

Also, when you say "brain-dead play styles," what other play styles are you now calling brain-dead, and how are they unique to first-person perspective?
Not sure what your question is here.

Using your reflexes and aiming skills are not exclusive to either camera angle, and are necessary to both third and first-person shooters.
True.

Again, what are these other play styles?
Stealth, hiding, observation, timing, psychology. 3rd person perspective is significantly more tactical in nature because the more intelligent player can win over the high reflex player at increased rates.

Nebulous. Far better? Why?
Because Chess is better than Checkers.

You're truly a master tactician.
I was just using your words against you so you could look at yourself in the proverbial mirror.

You can bet on every horse in the Kentucky Derby and claim victory afterward, if that's your thing.
Or bet on two or three in a field of hundreds and claim victory after. That represents my position far more.
 
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What you don't seem to realize is that there's relatively few "SP only" or "MP only" gamers.

Most gamers fall between the two poles. The reason why ARC Raiders will do well commercially is because it appeals to the "MP only" pole and a good chunk of players to the left of that. That's why GAAS continues ballooning.
And what you dont seem to realize is that the lines on the sand separating people between "SP enjoyers" and "MP enjoyers" is actually very lucid, even if the games themselves can be blurrier. Me saying the game would look more attractive to the former by having a PvP-off mode, then having people immediatly agree with it soon afterwards is a good example of where those lines are drawn.

A considerable portion of people who play videogames simply do not want to have other human players being a central part of the experience. This is a constant MP or GAAS or whatever can never change, only adapt to by giving them the option to ignore the MP bits as much as possible. And this shouldn't come as a surprise when a large portion of the most succesful GAAS titles are actually single player experiences at their core.
 
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I really enjoyed my time with it on PS5. Game looks and runs great. Audio is fantastic. Love the setting. Definitely room for improvement as far as inventory management and the between matches UI and tinkering goes though. Not sure how they plan to run it long term but I really disliked having wipes in Tarkov. I know the more hardcore players like the wiping aspect but as someone that enjoys building up wealth and stockpiling supplies so that you can play what you want when you want I hope they don't go this route. The only downside to this is having the game turn into a deathmatch game due to everyone having everything and not being super worried about losing gear. It's a catch 22 that I don't know the answer to.
 
They need humanoid bots that are manageable to kill for solos. The insects and the rolling ball enemies are just not fun to kill over and over again
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And what you dont seem to realize is that the lines on the sand separating people between "SP enjoyers" and "MP enjoyers" is actually very lucid, even if the games themselves can be blurrier.
I disagree. I think most gamers have found enjoyment in both MP and SP. It's relatively rare for gamers to be exclusive MP or exclusive SP. Just how rare is the question.

Are 2% of gamers in an exclusive camp, or are 30% gamers in the exclusive camp? That's really where the discussion is now.
Me saying the game would look more attractive to the former by having a PvP-off mode, then having people immediatly agree with it soon afterwards is a good example of where those lines are drawn.
You didn't say anything I disagree with. Having a PvE exclusive mode would appeal to more people on the left side of the spectrum.

SP exclusive------------50/50-------------MP exclusive

It would also act as a great onboarding tool for SP gamers to slowly dip their way into the PvP.
A considerable portion of people who play videogames simply do not want to have other human players being a central part of the experience.
Again, it's what "considerable" means. Is 2% of the gaming population considerable or 30%?

The reason why ARC Raiders is appealing to more and more from the left side of the (above) spectrum, is because the PvP is placed at a safer, more player choice driven distance.
This is a constant MP or GAAS or whatever can never change, only adapt to by giving them the option to ignore the MP bits as much as possible.
you-finally-got-it-understood.gif

This was my entire thesis. The migration from sports era multi-player to heroes journey era multi-player. You finally understand.
 
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it being third person is indeed the biggest issue I personally have with the game.
a third person perspective just gives you too much information while hiding behind walls or obstacles.

they do at least have a shoulder swap, so it's not like in Fortnite where right hand peeks have an advantage, but still, it's just too powerful.

maybe a fog of war type of mechanic could work here, however I never saw a 3rd person game implement this, and don't know if it would feel intuitive or weird or how you'd visualise it to the player.
 
Had a good time with it on PC. Ran great but there was the occasional stutter which was more annoying than game breaking. Didn't effect PVP or PVE encounters thankfully.

It's a great world, combat feels brilliant and tactical, AI is superb. For $40 this is a steal.
 
it being third person is indeed the biggest issue I personally have with the game.
a third person perspective just gives you too much information while hiding behind walls or obstacles.

they do at least have a shoulder swap, so it's not like in Fortnite where right hand peeks have an advantage, but still, it's just too powerful.

maybe a fog of war type of mechanic could work here, however I never saw a 3rd person game implement this, and don't know if it would feel intuitive or weird or how you'd visualise it to the player.
Do people have an issue with top down cameras in RTS or MOBAs for the same reason?

My pet peeve with gaming has always been high skill players on KBM with crazy high sensitivity playing like killer robots from 200 years in the future.

Corner peak doesn't bother me because it almost always recreates a realistic tactical story. The high mouse sensitivity gamer just creates stupid scenarios where choice/tactics don't matter.
 
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This was my entire thesis. The migration from sports era multi-player to heroes journey era multi-player. You finally understand.
What are you calling "Heroes journey era multiplayer" are just normal single player games with some added MP elements, those have been common enough since the 90s. It was already perfectly possible to set up a online/LAN campaign of Baldurs gate 1&2, or play a bunch of console games in the couch with friends. Heck, the MMO craze began back then, and a lot of modern GAAS are just variations of those or just straight up the original concept.

Things aren't migrating or evolving, this is just more or less how they've been for 20+ years, but i imagine you formed your "gaming identity" around Fortnite's explosion, and it may appear like this is some sort of great shift to you.
 
Played a few hours of this. Seems fine, but it also feels very samey. You grind for random crap so that you can grind for more random crap, and... that's it? Every round feels pretty much the same, nothing interesting ever happens. Unless you count other players camping the elevators as interesting, but that also happens every round. I felt no real sense of progression at all, even with the skill unlocks, so I'm not sure why I'd want to buy this for $40. Had it been F2P I'd give it another chance.

I like the setting and backstory, but to me it's wasted on uninteresting gameplay. Nah, back to SP games with actual story and progression for me.
 
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Nothing in the game seemed unfinished. They should shadow drop it tomorrow.
PC seems more solid than the PS5, I had crashes between raids all the time.

Also some features are still missing on console, like not being able to split a stack, push-to-talk, some 'mouse over' information is not presented, etc.
I also think they could optimise the graphics a bit more, looks a bit fuzzy on base PS5.
Still lots of graphical glitches, objects disappearing, some rough LOD transitions.

It's all polishing stuff, though. The build we play is probably old at this point as well.

But yea, if they would release with this exact content I would be more than happy with my purchase.
 
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