The thrill of extraction shooters is simple: get in, grab the loot, and get out. Exoborne, an upcoming title in this genre, elevates this core concept with the introduction of super-powered Exo-Rigs, dynamic weather effects, and the exhilarating use of grappling hooks. After spending about 4-5 hours with the game at a recent preview event, I left with a sense that, while not immediately craving another round, Exoborne certainly has the potential to make waves in the extraction shooter community.
The Exo-Rigs are central to Exoborne's unique appeal. Currently, there are three types of Exo-Rigs available:
- Kodiak: Equipped with a shield during sprints to protect your head, and the ability to execute a devastating ground slam from above.
- Viper: Enhances your combat effectiveness by regenerating health upon downing or killing enemies and offering a powerful, long-range melee attack.
- Kestrel: Focuses on mobility, allowing higher jumps and temporary hovering, at the expense of offensive capabilities.
These Exo-Rigs can be customized with modules specific to each type, further enhancing their unique abilities. Personally, the thrill of swinging in like Spider-Man with a grappling hook and unleashing a Kodiak's ground slam to devastate the area was incredibly satisfying. While the selection of only three suits feels somewhat limiting, Shark Mob, the developers, have not yet disclosed plans for future Exo-Rigs.
Exoborne's shooting mechanics are robust, offering a satisfying weight and kick to the guns, and melee attacks that pack a punch. The grappling hook adds a dynamic element to navigation, allowing for glides across the map. The game's post-apocalyptic setting is brought to life with wild weather effects, such as tornados that boost aerial mobility and rainfall that hampers parachutes. Even fire tornadoes add to the chaotic atmosphere, providing a risky means of rapid movement.
Risk vs. Reward
The essence of Exoborne lies in its risk vs. reward mechanics. Upon entering the game, players face a 20-minute countdown; once it hits zero, their location is broadcast to all. Players then have 10 minutes to extract or face being killswitched. Early extraction is an option, but staying longer offers the chance to gather more loot, which can be found scattered across the map, in containers, from AI enemies, or most rewardingly, from other players.
Artifacts represent the ultimate prize in Exoborne, functioning as high-value loot boxes that require both the artifact itself and artifact keys to unlock upon successful extraction. Their locations are visible to all players, often leading to intense PvP encounters. Additionally, high-value loot areas guarded by strong AI mobs challenge players to risk more for greater rewards.
This setup fosters a tense atmosphere, encouraging effective squad communication. Even if downed, players aren't immediately out; self-revives allow for self-resurrection, and teammates can revive fallen members if they reach their body in time, though this is a risky move if enemies are lurking nearby.
My main concerns with Exoborne are twofold. Firstly, the game seems tailored for playing with a dedicated group of friends. While solo play and matchmaking with strangers are options, they're less optimal, which could be a drawback for casual fans without a regular squad, especially considering it's not a free-to-play title.
Secondly, the late-game content remains unclear. Game Director Petter Mannefelt hinted at a focus on PvP and player comparison, but without specific details, it's hard to gauge the long-term appeal beyond the initial excitement of PvP encounters, which felt too spaced out to be the sole draw.
Exoborne's development will continue to be monitored, with an upcoming playtest scheduled from February 12 to the 17th on PC, providing further insight into its evolving gameplay and potential.