Arc Raiders: You Can Squeeze Plenty Of Action Into Just One Hour
Briefly

Arc Raiders: You Can Squeeze Plenty Of Action Into Just One Hour
"So let's say it's a Tuesday night, you've got an hour-ish to kill, and you have a copy of Arc Raiders. In a game with menu-heavy navigation, a deep crafting system, and of course the ever-present threat of dying unexpectedly and losing all of your stuff, you might wonder just how much you can get done, especially if you're a solo player."
"On a recent Tuesday night (last night, in fact), I jumped in for about an hour and fifteen minutes of my time in Arc Raiders to get a sense of what this game looks like when you're not mainlining it for tens of hours straight (my first run at the full game was a virtually uninterrupted 20-hour session). Also, as I mentioned, I ran solo last night."
"I've done a substantial number of quests in the game thus far. They're all pretty much the same thing: Go somewhere, find a key location or object, flip a switch or gather a specific amount of materials, then head out. Hardly riveting subject material, but in a game this open-ended, you really just need some points to go to for random emergent opportunities to present themselves."
Arc Raiders combines menu-heavy navigation with a deep crafting system and a persistent-risk loot model that rewards cautious play. Solo play is viable when using stealth and conservative tactics. Short sessions of about an hour can complete mission objectives and deliver modest progression. Typical quests require traveling to locations, activating switches, installing devices, or collecting materials before extraction. Inventory management can become an obstacle when the stash overflows. Prior investment in workshops, upgrades, and skill trees significantly reduces time-to-complete for routine objectives and simplifies short-session play.
Read at Kotaku
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