Get in, secure the loot, and get out. These are the core principles of any extraction shooter, and the upcoming game Exoborne is no exception. However, Exoborne elevates this classic formula with the addition of super-powered Exo-Rigs, dynamic weather effects, and the ever-popular grappling hooks. After spending 4-5 hours with the game at a recent preview event, while I didn't leave craving "one more drop," I believe Exoborne has the potential to make significant waves in the extraction shooter community.
Let's dive into the Exo-Rigs, as they are central to Exoborne's unique identity. Currently, there are three types of Exo-Rigs available: Kodiak, which provides a shield while sprinting to protect your head and enables a devastating ground slam from above; Viper, which rewards players for engaging in combat with health regeneration upon eliminating or downing enemies, along with a potent and extended melee attack; and Kestrel, which prioritizes mobility over offensive power, allowing for higher jumps and temporary hovering. Each Exo-Rig can be customized further with specific modules that enhance their unique abilities.
Personally, I relished the thrill of swinging in like Spider-Man with my grappling hook and executing a powerful ground slam with the Kodiak, wreaking havoc on everything around me. The other suits also provided enjoyable gameplay, but with only three suits currently available, the selection feels somewhat limited. There's definitely potential for more diverse Exo-Rigs with unique powers, though developer Shark Mob couldn't share details about future additions at this time.
In terms of the shooting mechanics, Exoborne delivers a satisfying experience. The guns have a robust feel with a noticeable kick, melee attacks are impactful and gratifying, and utilizing the grappling hook to glide across the map offers a refreshing alternative to traditional movement. The game's dynamic weather system adds another layer of strategy, with tornados boosting aerial mobility by carrying players along their path, while heavy rain can render parachutes nearly useless. To enhance the post-apocalyptic ambiance, even fire tornadoes appear, aiding mobility but posing a lethal threat if you venture too close.
Risk vs. Reward
The concept of risk versus reward is woven into the fabric of Exoborne's design. Upon entering the game, a 20-minute timer begins counting down. Once it hits zero, your location is revealed to all players, initiating a 10-minute window to extract or face instant termination. Players can choose to extract at any point by heading to an extraction point and calling for transport, provided they have the necessary funds. However, the longer you stay, the more loot you can accumulate. Loot is scattered throughout the environment, in containers, and on defeated AI enemies, but the richest bounty comes from other human players, enabling you to claim their gear and collected loot.
In addition to regular loot, the map features artifacts, which are essentially high-value loot boxes. Successfully extracting with an artifact yields multiple valuable items, but you'll also need artifact keys to unlock them. Artifact locations are visible to all players, often leading to intense confrontations with human opponents to secure these prized possessions.
High-value loot areas, heavily guarded by formidable AI mobs, further emphasize the risk-reward dynamic. To claim the best loot, players must be prepared to take significant risks.
This creates a tense atmosphere and underscores the importance of effective squad communication. Even if downed, players aren't immediately out of the game. Self-revives allow you to get back into the fight if you haven't bled out, and teammates can still resurrect you as long as they can reach your body. Though the revival process is time-consuming and risky if enemy squads are nearby, it offers a crucial second chance to stay in the game.
After my demo, two main concerns emerged about Exoborne. The first is that it seems designed for play with a close-knit group of friends. While solo play and teaming up with strangers are options, they are less than ideal. This is a common challenge for squad-based tactical extraction shooters, amplified by Exoborne's non-free-to-play model, which might deter casual fans of the genre like myself who lack a dedicated squad.
The second concern is the lack of clarity around the late game. Game Director Petter Mannefelt mentioned that details about the late game weren't available yet, but it would focus on PVP and player comparisons. While the PVP encounters I experienced were enjoyable, the intervals between them were too lengthy to make me eager to dive back in solely for that aspect.
We'll keep an eye on Exoborne's development as it undergoes its playtest from February 12 to 17 on PC.