Wednesday, April 17, 2024

ArcRunner | PS5 Review

Not unlike HALO's own ring-like orbital space stations the Arc in 'ArcRunners' is also a self-containing satellite ecosystem for it's otherworldly inhabitants. Those inhabitants being robotic androids, and human cybernetic hybrids. All governed by an AI system that is there to maintain order. Unfortunately for the Arc, and it's robotic citizens a virus infiltrated the AI system turning all those tied to it into mechanized maniacs. 

Thanks to an onboard counter-intelligence operative though you were summoned, or rather re-atomized, to save the day. Using one of three class based builds including the soldier, ninja, and hacker you set forth to reclaim each district utilizing the dropped weaponry, and augment upgrades to your advantage. All in a goal to stop the virus at it's source.

ArcRunner, the game that it is, is a neon filled cyberpunk take on the 4th Industrial Revolution, if it were to be fully realized. The consequences of implementing AI as a control mechanism, and everything in-between accounted for in it's lowkey lore. Perhaps a cautionary tale for all those pro-AI fans out there ...

At it's core it is a robotic roguelike wherein you go from small sectional city districts clearing out spawning mobs of cybernetic citizens using your current build's toolkit, and gathered weapons to the final destination. The end goal being that of reaching the final city district, and dealing with the viral infection there. Standing between you and this goal is an army of lesser bots as well as elites and guardians. Making weapon, and augment choice crucial to completion, especially with the limited health afforded to you in each run.

In the way of mechanics your re-atomized android can wield a weapon, toss grenades, and use special build specific abilities to clear out the waves of enemies on a per section, per city basis. With the Soldier class you gain access to a shield, a melee weapon, and a gun. Alternatively the Ninja class sees you putting to use a more stealth approach with a cloaking device, and a katana that can slash through enemies or be thrown at them. Hackers, being the final class also have their own tools of the trade including anti-gravity abilities among other things, but cannot be unlocked until you reach the city district of EDEN-1. 

Upon reaching the end of any district you'll find an augment table where you can unlock and upgrade four randomized bonus passives including one tied to the head, torso, arms, and legs. Each adding things like boosted mobility, reload speed, and weapons recharge as well as automated missile add-ons that shoot in a timed manner. 

Also with each completion at the augment table exit you earn one nanite credit per district. A currency that can be spent back at the re-atomization chamber to upgrade permanent stat boosts. Things like health, and damage output can be increased for an increasing price of nanites. Making the grind imperative for completion sake.

The Verdict ...

ArcRunner is a very basic roguelike with a steep challenge centered around an enemy spawn system that is not fair. Despite having directional enemy indicators around your aiming reticle there are way too many moments where you are surround at all sides unable to deal with all the threats. This problem is compounded with the fact that there are no health refills along the way to remedy the unfair damage taken. Making it a brutal ordeal even on Easy to get past CITY-2. 

Most egregious of all it forces a tedious time consuming grind to just get a short distance past the beginning area, and this is further exacerbated by sluggish controls and delayed shots. It's nowhere near as fast paced as it should be for your controlled character. Thus adding an artificial difficulty spike that is not warranted. While the game definitely looks PS5 era it plays in a very dated way, unfortunately. It is these mechanical missteps that have me reluctant to recommend it as a day one purchase. It could've been so much better. 




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