Exoborne: A High-Octane Extraction Shooter Preview
Get in, grab the loot, and get out. That's the core of any extraction shooter, and Exoborne is no exception. However, Exoborne elevates this formula with powerful Exo-Rigs boosting strength and mobility, dynamic weather effects, and the ever-popular grappling hook. After a 4-5 hour preview, while not immediately craving "one more run," Exoborne shows strong potential within the extraction shooter genre.
The Exo-Rigs are central to Exoborne's identity. Currently, three rigs exist: the Kodiak (shield during sprints, powerful ground slam), the Viper (health regeneration on kills, strong melee), and the Kerstrel (enhanced mobility, jump height, and temporary hover). These archetypes are further customizable with unique modules, enhancing their individual strengths. The limited selection (only three rigs) feels restrictive, leaving room for future expansion, though developer Shark Mob remained tight-lipped on future plans.
Gunplay is satisfying, with weighty recoil and impactful melee. The grappling hook adds a dynamic traversal element, surpassing standard movement. Random weather events introduce strategic challenges: tornadoes boost aerial mobility, while rain renders parachutes ineffective. Fire tornadoes offer unique traversal opportunities but pose a lethal risk.
Risk vs. Reward: The Core Gameplay Loop
Risk and reward define Exoborne. A 20-minute timer initiates upon entry; at zero, your location is broadcast, triggering a 10-minute extraction window or instant elimination. Early extraction offers less loot; staying longer increases rewards found throughout the environment (ground, containers, enemy corpses). The ultimate prize? Eliminating other players and seizing their loot.
Artifacts, high-value loot boxes requiring keys, are marked on the map, guaranteeing player conflict. High-value areas guarded by strong AI further incentivize risk-taking. Successful extraction with these valuable items requires strategic planning and teamwork.
Even when downed, players aren't immediately eliminated. Self-revives are available (before bleeding out), and teammates can revive fallen comrades, though this is time-consuming and risky.
Two key concerns emerged from the preview. Firstly, Exoborne strongly favors coordinated squads. While solo and random-squad play are possible, they are less than ideal, especially considering the game's non-free-to-play model. This limits accessibility for casual players lacking established groups.
Secondly, the late-game remains unclear. While Game Director Petter Mannefelt mentioned a focus on PvP comparisons, the preview lacked sufficient late-game content to assess its long-term appeal. A more defined late-game strategy is crucial for sustained player engagement.
Exoborne's PC playtest (February 12-17) will provide further insights into its potential.