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Reading: ARC Raiders review: the extraction shooter that finally got under my skin
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ARC Raiders review: the extraction shooter that finally got under my skin

MAYA A.
MAYA A.
Nov 3

TL;DR: ARC Raiders redefines the extraction shooter with empathy, elegance, and analog soul. Tight gunplay, stunning design, and thoughtful systems make it the best in its class — and maybe the start of something new.

ARC Raiders

4.5 out of 5
PLAY

There’s a moment in ARC Raiders that hit me harder than any headshot. I was crouched behind a rusted vending machine in a supermarket long claimed by moss, listening to the electric whine of a drone outside. My squadmates whispered on comms, arguing about whether to push or flee. Then the sound came — a faint human voice, echoing down an aisle stacked with collapsed shelves. For ten seconds, I stopped breathing.

That’s when I realized: this game isn’t about loot. It’s about survival — not the “how long can I stay alive” kind, but the “what do I become when everything’s gone” kind.

ARC Raiders isn’t just another extraction shooter. It’s a full rethinking of the genre — a space where humanity and paranoia wrestle in a wasteland haunted by killer machines and worse decisions. And somehow, it’s the most fun I’ve had being terrified in years.

Let’s be honest: extraction shooters have an image problem.

The genre’s big names — Escape from Tarkov, The Cycle: Frontier — promise tension and realism, but often feel like unpaid internships in suffering. You hoard loot, you die, you rage. Repeat. They’re games for spreadsheet warriors and streamers with high blood pressure.

ARC Raiders flips that. It keeps the danger but trades misery for meaning. Instead of punishing you for existing, it teaches you to enjoy the chaos. You can run missions without risking your prized gear. You can learn the rhythms of survival without losing everything to a bush camper named “xxPainDealerxx.”

Embark Studios, the team behind The Finals, has figured out something that’s eluded this genre for years: tension doesn’t need cruelty to feel real.

In most post-apocalyptic games, the end of the world is loud. Fire, rubble, guns. In ARC Raiders, it’s quieter — the hum of old machinery, the buzz of a flickering CRT, the sound of people trying to remember how to live.

Your home base, Speranza, is a walled underground city built from the bones of civilization. Think Kowloon Walled Cityby way of Fallout. Narrow corridors hum with life. Vendors shout over the static of malfunctioning radios. Everything feels held together with wire and willpower.

Above ground, it’s another story. The surface is ruled by ARC — machines built to serve, now twisted into something biblical. The remnants of humanity only venture topside to scavenge. Some go for fame. Some for money. Most just for another day of air that doesn’t taste recycled.

The contrast between Speranza’s claustrophobic safety and the lethal openness of the surface is one of ARC Raiders’ most brilliant tricks. When you climb that final ladder and feel the sun’s faded light hit your visor, it’s not freedom you feel — it’s dread.

If Blade Runner and The Iron Giant had a post-apocalyptic child raised on ‘70s sci-fi paperbacks, it’d look like this game.

Embark calls the setting “post-post-apocalyptic,” a world that’s survived its end and just… kept going. It’s industrial ruins wrapped in ivy. Brutalist towers half-swallowed by forest. Launchpads turned into shrines. Humanity’s junkyard turned into a garden.

It’s all filtered through “cassette futurism” — the kind of analog dream of the future that died with VHS tapes. Screens flicker. Buttons click. Radios hum. You can almost smell the ozone and dust.

Even the enemies fit the aesthetic: twisted robots that look like they were built to vacuum the moon but learned to kill instead. The ARC Queen, the game’s world boss, feels like a monster that escaped from a 1960s NASA nightmare. When her spotlight sweeps through the fog, your heart stops.

Everywhere you look, the game whispers: we did this to ourselves.

The real magic, though, is in how ARC Raiders plays.

Every firefight feels like an action movie you’re improvising live. Gunplay is tight, weighty, and raw. Weapons clank and snarl like they’ve been welded together in a garage. Recoil feels organic. Sound design — the sharp echo of a rifle shot, the distant metallic growl of a drone — makes every encounter cinematic.

But this isn’t a twitch shooter. It’s chess with bullets. Positioning, gadgets, and timing matter far more than reflexes. Grappling hooks, decoys, smoke grenades, and EMP traps all create a sandbox of possibilities. You don’t just shoot your way out — you engineer your survival.

The longer time-to-kill might frustrate hardcore players, but I loved it. Fights have arcs now — feints, retreats, desperate reloads, messy revenge kills. It’s not about speed; it’s about control.

And even in death, ARC Raiders lets you be spiteful. You can call an ARC swarm down on your killer — a petty, perfect act of digital vengeance.

Every match in ARC Raiders feels like a story worth telling.

One moment, you’re scavenging an abandoned mall, whispering into your mic as the rain hits the roof. The next, you’re teaming up with a total stranger to fend off drones — a silent pact formed out of necessity. Sometimes you survive together. Sometimes they shoot you in the back. Either way, it’s unforgettable.

That’s the beauty of ARC Raiders: it makes human behavior the real loot. You never know if the person you just waved at will be your savior or your doom. The voice chat, the hesitations, the betrayals — it’s social storytelling at its rawest.

There’s something poetic about that. The world’s gone, but we’re still trying to trust each other.

Embark’s brilliance isn’t just in mood — it’s in how they build systems around respect.

Early missions and skill progression give casual players a sense of forward motion. You can enter low-risk runs with disposable gear, easing into the genre without being punished for curiosity. Meanwhile, veterans get the optional “voluntary wipe” feature — a system that lets you reset your stash in exchange for exclusive cosmetics.

It’s such a simple, humane design decision: lose by choice, not by force.

And the maps? They’re masterclasses in verticality and tension. Loot is richer toward the center, forcing players into collisions. No round plays the same way twice. Sometimes you’re the predator. Sometimes you’re the meal.

That constant role reversal — hunter to hunted, confident to desperate — gives ARC Raiders its rhythm.

The ARC machines deserve their own paragraph.

Unlike the faceless enemies in other shooters, these robots mean something. You can read their purpose in their silhouettes — worker drones repurposed into hunters, farming bots turned into killers. They’re relics of a world that over-engineered its own doom.

They don’t feel like AI targets. They feel like lost souls.

When they attack, it’s horrifying. When they wander past you in the mist, scanning the trees, it’s almost sad.

Few games manage to make you feel sympathy for your executioners. ARC Raiders does.

What keeps me hooked, run after run, isn’t just the gunplay or loot — it’s the humanity buried in all that ruin.

ARC Raiders is a rare online game that feels like it’s about people, not players. It’s about strangers crossing paths, about brief alliances and fragile trust. About the moments between violence — when you’re just listening to the rain, your hands shaking, waiting for a drone to pass.

Even when I’m alone in the fog, I feel the presence of others. Maybe that’s the point: the apocalypse isn’t lonely because there’s no one left; it’s lonely because you can’t trust who’s left.

Embark Studios could have coasted after The Finals. That game already proved they understood kinetic, chaotic multiplayer design. But instead, they made something slower, moodier, and riskier — and it paid off.

ARC Raiders is what happens when a studio dares to care about both spectacle and soul. It feels handcrafted, like every bolt and guitar riff was placed with purpose. It’s proof that “service games” don’t have to be soulless.

The team also nailed accessibility without watering down the experience. Whether you’re a Tarkov veteran or an FPS tourist, you can find your rhythm here.

Embark may not have just built a good game — they might have saved a dying genre.

The soundtrack is worth its own love letter.

All analog synths and VHS crackle, it hums with nostalgia — not for the ‘80s, but for the future the ‘80s promised and never delivered. The music doesn’t just score your runs; it haunts them.

Even the silence matters. When you’re alone, injured, and the wind rustles the overgrown grass, the absence of sound becomes its own kind of music.

ARC Raiders doesn’t just want you to play. It wants you to listen.

After every match, I return to Speranza, dump my loot, and stand in front of the flickering monitors. I always tell myself it’s my last run for the night. It never is.

There’s something about the rhythm of risk and relief that ARC Raiders nails perfectly. It’s not about grinding. It’s about being.

You go topside, you fight, you lose, you learn. Then you go again. It’s a meditation on human stubbornness, wrapped in a shooter’s skin.

It’s also, unironically, kind of hopeful. Amid the static and decay, there’s life. There’s humor. There’s rhythm. The world’s over, but it’s still beautiful.

Verdict

ARC Raiders is a revelation — a shooter that remembers games are supposed to be felt, not just won. It takes the brutality of extraction gameplay and injects it with grace, style, and empathy.

It’s not flawless. AI quirks, loot balance, and occasional performance dips still linger. But when the stars align — when rain falls over a ruined launchpad and you and a stranger fight side by side against a machine god — it’s magic.

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