Get in, grab the loot, and get out. That's the essence of every extraction shooter, and the upcoming Exoborne is no exception. However, Exoborne elevates this familiar formula with high-octane action, thanks to super-powered Exo-Rigs that boost your strength and mobility, dynamic weather effects, and the ever-popular grappling hooks. I had the chance to play for around 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 genre.
Let's dive into the heart of Exoborne: the Exo-Rigs. These rigs are crucial to the game's unique identity. Currently, there are three types of Exo-Rigs: the Kodiak, which provides a shield while sprinting to protect your head and allows you to crash down from above for massive splash damage; the Viper, which grants health regeneration for killing or downing enemies and a powerful, long-reaching melee attack; and the Kestrel, which sacrifices offensive power for enhanced mobility, enabling higher jumps and temporary hovering. Each Exo-Rig archetype can be further customized with modules, unique to each suit, enhancing their specific abilities.
Personally, I relished the thrill of swinging in like Spider-Man with my grappling hook and unleashing the Kodiak's ground-slam to wreak havoc. The other suits were equally enjoyable to experiment with. However, with only three suits available, the selection feels somewhat limited. There's definitely room for more diverse Exo-Rigs with unique powers. Unfortunately, developer Shark Mob couldn't share any details about future Exo-Rigs at this time.
When it comes to the shooting mechanics, Exoborne delivers a satisfying experience. The guns have a weighty feel with a satisfying kick, melee attacks are impactful and exhilarating, and the grappling hook enhances map traversal, allowing you to glide effortlessly. The game's dynamic weather effects add another layer of strategy; tornados can boost your aerial mobility, while heavy rain can render your parachute useless. Fire tornadoes add to the post-apocalyptic ambiance, offering a mobility boost but with the risk of being sucked into a deadly fiery vortex.
Risk vs. Reward
Risk versus reward is the core principle driving Exoborne's design. Upon dropping into the game, a 20-minute timer starts, and when it hits zero, your location is broadcast to all players. You then have 10 minutes to extract or face instant death. You can choose to extract at any time before the timer runs out, but the longer you stay, the more loot you can accumulate. Loot is scattered across the map—in containers, on the ground, and on defeated AI enemies. However, the most lucrative targets are other human players, allowing you to steal their gear and collected loot.
In addition to standard loot, artifacts are the ultimate prizes. These are essentially high-value loot boxes, but you need to extract successfully with them to claim their contents. You'll also need artifact keys to unlock them. Artifact locations are visible on the map to all players, making them highly contested zones where you'll likely face off against other human players to claim the prize.
The map also features high-value loot areas, heavily guarded by stronger AI mobs. If you're after the best loot, you must be ready to risk it all. This creates a tense atmosphere that encourages effective communication within your squad. Even if you're downed, you're not out of the fight; self-revives allow you to get back up if you haven't bled out, and teammates can resurrect you if they reach your body in time. However, this process is slow, and lingering enemy squads can spell doom.
I left the demo with two main concerns about Exoborne. The first is that it seems best enjoyed with a dedicated group of friends. While solo play and matchmaking with strangers are options, they're less than ideal. This issue is common in squad-based tactical extraction shooters, and it's exacerbated by Exoborne not being free-to-play, which could be a letdown for casual fans without a regular squad.
The second concern is the unclear vision of Exoborne's late game. Game Director Petter Mannefelt mentioned that they weren't ready to discuss the late-game mechanics yet, but it would likely focus on PvP and player comparisons. While the PvP encounters were enjoyable, the intervals between them were too long to make me eager to return solely for the PvP experience.
We'll see how Exoborne evolves as it enters its playtest phase from February 12 to 17 on PC.