Arc Raiders Server Slam Impressions – Why This Extraction Shooter Feels Different
/Developer Embark’s Arc Raiders just had its final test session open to all players, and it solidified my intention to not only purchase but participate in the game’s launch day. I think it’s a special extraction shooter with the elements to detach itself from the titles that made the subgenre popular.
It’s a mix of everything, really. The immersion of the environment, down to the enemy AI robots called Arcs, proves time and again how deadly they are, even to the most geared player. Every element in Arc Raiders contributes to the tension players crave in extraction shooters. Fighting armored robots is just as frightening as realizing another player is inside a building with you, and you have no idea if they’re alone, fully geared, or just as scared as you.
When watching someone play Arc Raiders, you wouldn’t immediately think it’s an extraction shooter. Its look and feel are distinct enough that the aesthetic alone sets it apart from most extraction shooters that have a military feel and rural environments. This has a sci-fi post-apocalyptic setting that is begging to be explored, with a third-person perspective that somehow works for a game like it.
The real winner, and the reason I’m eager to jump in on launch day, October 30, is that this game respects those who venture alone. Both the Server Slam and the last technical test showed that Embark Studios wants to cater to solo players. Matchmaking seems to prioritize pairing lone scavengers together.
It may sound simple, but it adds to the immersion of exploring the surface and scavenging for loot. The possibility of encountering other players doing the same only heightens the tension and lessens the intimidation as when you encounter someone, you’re not instantly wondering if he’s alone or with a group. Most players you meet will try to kill you; some might use proximity chat to ask for help just to make it back alive. It’s unpredictable, and I love that. Every lobby feels dynamic and unique in ways that team-based lobbies can’t replicate.
The sound design also completes the sci-fi fantasy. You hear not only wildlife and distant firefights but also the occasional flare shooting skyward, signaling that a player has gone down. It tempts nearby scavengers to investigate, either to loot or challenge whoever survived the last encounter. Checking loot makes noise; running out in the open mostly alerts nearby Arcs, which make their own subtle beeps and hums as they patrol, giving the player a clear indication through sound alone that they are not safe.
Gunfights are intense, with starter weapons that feel like makeshift gear barely holding together. When you take damage, you feel it. Most fights force you to fall back and recover if you want to stand a chance. The time-to-kill reinforces positioning and surprise as the most important tools for survival.
Stamina is limited, so you can only run so far and fight so long. Eventually, someone will run out of ammo, healing items, or make enough noise to attract other players, or worse, attract a swarm of Arcs that wipes everyone out. There’s so much to consider in every encounter, and that’s what keeps the tension alive.
Does Arc Raiders Stand a Chance at a Solid Player Base?
I’m in, but the big question is whether the game’s launch content can sustain a solid player base. During the Server Slam, Arc Raiders peaked at 189,668 concurrent players, a strong interest for a pre-launch test. Let’s not forget this game is also launching on PS5 and Xbox. But how many of them are willing to spend $39.99?
It’s hard to gauge, as much of the chatter during the Server Slam, especially from players unfamiliar with extraction shooters, was that they didn’t see the point of losing everything upon death. The limited content in this open test also didn’t provide the full picture of the game’s progression, with the questline ending abruptly and no clear long-term goals visible in the menus. There are two massive hurdles that could’ve been alleviated if Embark had included a second playable map or a few additional quests.
Yes, it’s primarily a test for server stability, but many players treated it as a demo to decide whether Arc Raiders is worth buying. It feels like a missed opportunity for Embark, especially with all the hype surrounding the game and content creators constantly streaming and praising it.
My hope is that the game maintains around 20,000 active players months after launch. In today’s market, sustaining that number would already be a small miracle. How mid and endgame content will be at launch will be a major factor, as it would be great to have amazing things waiting for us at the end, giving a lot of players something to really aim for beyond progression and questlines.
The real challenge comes mid-November. Escape from Tarkov, the father of extraction shooters, is leaving early access on November 15. If Arc Raiders can maintain a healthy player count after that, I’ll be far more optimistic about its long-term success.
About the Author - Carlos Hernandez
Carlos Hernandez is the founder and Editor-in-Chief of Too Much Gaming, where he writes about video games, reviews, and industry news. A lifelong gamer, he would do anything to experience Final Fantasy Tactics for the first time again and has a love/hate relationship with games that require hunting for new gear to improve your character.
For Donkey Kong fans, Donkey Kong Bananza is an absolute dream come true. But at the end of the day, this is a modern Nintendo game for better and for worse, and that means it’s accessible to a fault, has a sparse story, and a focus on short, simple micro-challenges for quick dopamine hit rewards.