Exoborne: A High-Octane Extraction Shooter with Exo-Suit Action
Exoborne, an upcoming extraction shooter, refines the genre's core tenets – infiltrate, loot, and escape – by introducing powerful Exo-Rigs that dramatically enhance player mobility and combat capabilities. My hands-on preview session revealed a thrilling experience, although some aspects require further development.
The Exo-Rigs are central to Exoborne's identity. Three distinct suits are currently available: the Kodiak (focused on defense and area-of-effect damage), the Viper (emphasizing aggressive close-quarters combat and health regeneration), and the Kerstrel (prioritizing mobility and aerial maneuvers). Each suit can be customized with unique modules, adding further strategic depth. The limited number of suits feels restrictive, and the developer, Shark Mob, remained tight-lipped about future additions.
The core gameplay loop is satisfying. Weapons possess a weighty feel, melee combat is impactful, and the grappling hook provides exhilarating traversal options. Dynamic weather events, including tornadoes and heavy rain, significantly impact movement and tactical choices. Fire tornadoes offer unique traversal opportunities but pose a significant risk.
Risk and Reward: The Core Gameplay Loop
Exoborne's design revolves around a compelling risk/reward system. A 20-minute timer triggers a location broadcast to other players, initiating a 10-minute extraction window. Players can extract earlier but risk lower rewards. Loot is abundant, with the most valuable rewards being player-eliminations and artifacts – high-value loot boxes requiring keys to unlock, found in contested locations.
Artifacts are a significant draw, but their acquisition often necessitates engaging other players. High-value loot zones are heavily guarded by challenging AI, demanding strategic planning and risk assessment. The self-revive mechanic, allowing downed players a chance at survival, adds another layer of tension and strategic depth.
Areas for Improvement
Two key concerns emerged from my preview. First, Exoborne heavily favors coordinated teamwork. While solo play is possible, the experience is significantly enhanced with a close-knit squad. This limitation, exacerbated by the game's non-free-to-play model, might deter casual players.
Second, the late-game remains unclear. While the Game Director mentioned a focus on PVP, the infrequent encounters during my session suggest a need for more structured late-game content to maintain player engagement.
Exoborne's PC playtest (February 12-17) will be crucial in addressing these concerns and shaping the final product. The core gameplay is undeniably exciting, but its long-term success hinges on addressing these areas.