In the world of extraction shooters, the core concept is simple: get in, grab the loot, and get out. Exoborne, an upcoming title in this genre, elevates this formula by introducing super-powered Exo-Rigs that amplify your strength and mobility, alongside dynamic weather effects and the ever-popular grappling hooks. I had the chance to dive into Exoborne for about 4-5 hours during a recent preview event. While it didn't leave me craving "one more drop," I believe Exoborne has the potential to make a significant impact in the extraction shooter community.
The Exo-Rigs are central to Exoborne's unique identity. Currently, there are three distinct types: Kodiak, Viper, and Kerstrel. The Kodiak provides a shield during sprints and allows for a devastating crash down from above. The Viper offers health regeneration upon eliminating enemies and boasts a powerful melee attack. The Kerstrel, focusing on mobility, lets you jump higher and temporarily hover. These archetypes can be further customized with modules, each type of suit having unique modules that enhance their abilities. Personally, swinging in like Spider-Man with the grappling hook and unleashing the Kodiak's ground slam was incredibly satisfying, though all suits offered fun gameplay. The limitation to just three suits feels restrictive, and while developer Shark Mob couldn't comment on future plans, there's certainly room for expansion.
The shooting mechanics in Exoborne are solid. Guns have a satisfying weight and kick, while melee attacks pack a powerful punch. The grappling hook adds a fun way to navigate the map, and the random weather events can either aid or challenge your movement. Tornados can boost your aerial mobility, while heavy rain can render parachutes useless. Even fire tornadoes add to the post-apocalyptic atmosphere, offering both opportunity and danger.
Risk vs. Reward
Risk versus reward drives Exoborne's design. Upon entering the game, a 20-minute timer starts, broadcasting your location to all players when it hits zero. You then have 10 minutes to extract or face immediate termination. At any point before this, you can head to an extraction point if you have the funds to call a transport, but staying longer means more potential loot. Loot is scattered across the map, in containers, on AI enemy bodies, but the real prize comes from other players, allowing you to claim their gear and collected items.
Beyond standard loot, artifacts are the major draw. These are essentially high-value loot boxes that require artifact keys to open, and their locations are visible to all, often leading to player confrontations. Similarly, high-value areas on the map are heavily guarded by stronger AI, pushing players to take risks for better rewards.
The game fosters tense atmospheres and encourages squad communication. Even if downed, players aren't out of the fight. Self-revives allow you to get back up before bleeding out, and teammates can resurrect you if they reach your body in time, though this can be risky if enemies are nearby.
I left the demo with two main concerns. Firstly, Exoborne seems best enjoyed with a dedicated group of friends. Solo play or playing with strangers isn't as optimal, a common issue with squad-based tactical extraction shooters, especially since it's not free-to-play. As a casual fan without a regular squad, this is a notable drawback.
Secondly, the late game remains unclear. While Game Director Petter Mannefelt mentioned a focus on PVP and player comparison, specifics were not available. The PVP encounters were enjoyable, but the downtime between them might not be enough to keep players engaged solely for that aspect.
Exoborne's development will continue to be tested from February 12 to the 17th on PC. As it evolves, it will be interesting to see how it addresses these concerns and further defines its place in the extraction shooter genre.