Explore all 78 feature scores for Arc Raiders, organized into pros and cons.
Scores by Feature
Summary
78 reviewed features-
Very positive 4.5-5.027 (35%)
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Positive 3.5-4.432 (41%)
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Neutral 2.5-3.414 (18%)
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Negative 1.5-2.45 (6%)
Pros
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Sound design was the most consistently praised attribute, repeatedly described as excellent, informative, immersive, and tension-building.
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Combat drew broad praise for tense, punchy, tactical third-person firefights, with only a few reviews calling it cumbersome or mediocre.
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Performance was one of the strongest technical categories, with repeated praise for smooth play and solid optimization.
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Replay value was a major strength, with reviewers repeatedly saying they could not stop playing or wanted one more run.
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Reviewers generally praised Arc enemies as unusually intelligent, dangerous, and unpredictable, though one review noted moments where enemies lose track or navigate poorly.
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Many reviewers called Arc Raiders unusually approachable for an extraction shooter thanks to free loadouts, solo matchmaking, and forgiving progress.
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Visuals were broadly praised as gorgeous, detailed, and technically strong, with only minor reservations in a few impressions.
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Proximity chat, emotes, and spontaneous cooperation were among the most praised parts of the gameās identity.
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Progression was widely praised for maintaining forward momentum, though some skill-tree and grind complaints remained.
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Reviewers consistently emphasized that Arc Raidersā PvPvE structure creates unpredictable, social, and often hopeful multiplayer moments.
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Maps received strong praise for flow, density, varied spaces, and strategic layouts across multiple reviews.
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Noise, sound traps, visual cues, item use, and environmental interactions were praised for shaping play.
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World-building was a broad strength, with reviewers praising Speranza, map storytelling, lore hooks, and the surfaceās lived-in detail despite some dissent.
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Co-op was repeatedly praised as a major strength, especially with friends or impromptu allies, though team play also makes raids more aggressive.
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Most reviewers found the loot-extract-repeat loop addictive and memorable, but a major negative review found it tedious and unrewarding.
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Positive reviewers described the game as a blast, a serotonin hit, or a phenomenal experience, even when acknowledging genre-specific caveats.
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Music and audio presentation drew strong praise for industrial sci-fi mood, synth atmosphere, and complementing gameplay.
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Emotes, proximity tools, and player behavior were praised for making encounters surprisingly cooperative and approachable.
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The strongest reviews highlighted tense, eerie, and immersive environments, while one dissenting review found the ambience nearly absent.
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Performance-focused comments were highly positive, citing rock-solid frame rates and smooth 60 FPS or better results.
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Exploration was widely praised for rewarding curiosity, hidden routes, dense maps, and environmental discoveries.
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Most reviewers liked the retro-futuristic, post-apocalyptic look, though one sharply negative review found the visuals bland and generic.
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Movement was usually praised as fun, grounded, or fluid, though one negative review found basic navigation ponderous.
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Most reviews praised the range and threat of Arc machines, though one review found the enemy designs repetitive and unimaginative.
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Maps were praised for flow, markings, extraction pressure, and strategic navigation, with routes and timers reinforcing tension.
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Loot was often praised as rewarding and useful, yet inventory friction and one negative reviewās trash-loop criticism pulled impressions down.
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Reviewers felt Arc Raiders smartly refines extraction-shooter systems and, at its best, pushes the genre forward through social design.
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Reviewers praised the dense, vertical, weathered environments, but one negative review described them as barren.
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Weather, lighting, particle effects, smoke, and environmental effects were often praised, with pop-in as the main caveat.
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The game lets players choose between cooperation, betrayal, PvE, PvP, gadgets, and creative strategies in ways reviewers valued.
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Large Arc threats such as Leapers, Bastions, and the Queen were treated as intimidating cooperative challenges rather than simple targets.
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Several reviewers compared raids to survival horror because of the fear, sound cues, darkness, and pressure around extraction.
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Robot animation and reactions were praised for selling machine behavior, with drones and larger Arcs reacting believably to terrain and damage.
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Stealth was praised through shadows, foliage, detection behavior, and the ability to avoid PvP through careful play.
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Reviewers generally liked the danger and high stakes, but several warned the punishing consequences and slow early climb can frustrate casual players.
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Crafting was seen as deep and useful, but several reviewers found the required inventory sorting, item tracking, and unclear components frustrating.
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Server impressions were mixed, ranging from good/no-lag reports to disconnects, queues, and early launch sign-in issues.
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Map and content variety were often praised, but some reviewers wanted more events, weapons, upgrades, or late-game additions.
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Upgrades and workbenches add depth, but unclear item requirements and workshop friction made the system less smooth.
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One review singled out Arc Raiders as highly immersive because its lore, world, sound, and machine threat all reinforce the fiction.
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Controller and console support were praised as an unusually strong genre win.
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Support looked promising through roadmaps and updates, but reviewers worried future tuning could undermine the carefully balanced experience.
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One reviewer said weapons reliably hit where aimed, making the gunplay feel dependable despite early weak gear.
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One later review reported no random disconnects or lag spikes, supporting generally strong stability impressions.
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The best moments were described as memorable, dramatic, hilarious, tragic, or relief-filled, giving raids real emotional stakes.
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The sparse interface was praised for grounding the player in the world rather than overexplaining the action.
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Mechanics were generally praised for risk-reward strategy and meaningful tools, though one strongly negative review called the gameplay mediocre.
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The game was mostly described as polished, though some reviews still pointed to refinement needs, bugs, and rough edges.
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The grind was considered manageable by some and slow by others, especially around leveling and repeated recycling or upgrading.
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One impressions review said the game remains easier to approach despite the genreās high skill ceiling and many systems.
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One review praised quests and trials for giving specific match goals with worthwhile rewards.
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One review liked that different drop conditions can create different quests or events on a map.
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One review praised traders for having enough personality and interaction to feel like more than simple vendors.
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Early missions were described as solid introductions to the basics before later quest repetition set in.
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Online impressions were mixed: one reviewer reported zero bugs, while later coverage focused on cheating problems.
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The story and lore intrigued reviewers, but evidence also showed that much of it remains light or left to imagination.
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The story premise drew interest, but one review wished the narrative were more present outside lore and cutscenes.
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The one puzzle-related event mention was positive but limited, describing it as a nice diversion that needs more support.
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Later coverage liked new content but said a major map update was not a true game changer.
Cons
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Voice acting was the most criticized element, with repeated complaints about AI-generated or flat NPC/vendor performances.
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Dialogue and vendor lines were criticized as flat, forgettable, or artistically compromised by generated voice work.
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Writing was criticized when reviews focused on the thin plot, quest storytelling, and AI-voiced dialogue.
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Later coverage criticized matchmaking as exploitable, especially around aggression-based or PvE-leaning lobbies.
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One negative review criticized the cosmetics and freemium-style store as visually uninspired and out of place.
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Menus and stash handling were one of the most common frustrations, especially on console and between raids.
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Inventory limits and stash pressure were the main resource-balance complaints, especially when quest items occupy space until full turn-ins.
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Reviews diverged sharply, with one calling it smartly designed and another saying it had almost no originality.
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Cosmetics were flagged as pricey and less customizable than expected in one review.
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Inventory UI was criticized for lacking search and customization even though basic grouping exists.
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Reviewers split on the third-person camera: one saw it as reducing ambush frustration, while another saw corner-peeking as inherently unfair.
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Reviewers liked the reset and expedition idea in theory, but later coverage criticized the endgame as hollow or fragile.
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One review flagged occasional solo-versus-organized-crew encounters as a fairness issue in an otherwise strong multiplayer structure.
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Quest design was mixed: some quests guide players well, while others were vague, uneven, or narratively unexciting.
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Controls were praised as responsive in one review, while a PS5-focused review reported serious button-input issues.
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The skill tree has meaningful branches and upgrades, but some reviewers found filler perks or stamina taxes dull.
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Bugs were usually described as rare or occasional, but reviewers still cited frustrating glitches, pop-in, and exploits because losses carry high stakes.
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Weapon balance was mixed: reviewers liked niche-based weapons and viable free kits, but later evidence flagged overpowered or weak weapons.
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Pacing was divisive, ranging from fast and tense to slow, sleepy, or bogged down by between-run chores.