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ARC Raiders Hands-On Preview: An Extraction Shooter Built for a More Casual Audience

A frantic fight against man and machine, ARC Raiders separates itself from the usual genre fare.

It’s easy to be skeptical about a new extraction shooter in 2025. Escape From Tarkov has locked down the genre in its perpetual closed beta status since 2017, and experimental competitors like The Cycle: Frontier have come and gone in the meantime. That’s not to mention the fact that Bungie’s Marathon is coming out this year, a looming shadow over this hard-core gaming genre.

But Embark Studios’ ARC Raiders is surprisingly accessible to more casual players, and I can see it carving out its own niche within the space. During a 3-hour online preview event where media members were able to get hands-on experience with solo and squad play in the latest beta build, I got a feel for how each run plays out: sneaking around for loot, hiding from or dispatching robot enemies and engaging other players in combat in a mad dash to the remaining exits on the map.

The world of ARC Raiders is perhaps the biggest draw — humanity is overrun by an onslaught of the ARC, a fleet of different mechanized enemies that routinely fall from space. The last remnants of mankind live in the underground city of Speranza, struggling through life and waiting to reclaim the world.

In the meantime, someone has to make the trip up through the tubes to grab crucial supplies left on the surface for the movers and shakers down below. That’s where the raiders come in. Players step into the role of one of a ragtag gang of mercenaries that navigate the arid-but-not-desolate post-post-apocalypse for profit and glory and who are just as likely to gun down the ARC as they are their fellow man to heist a score and bring it back below the surface.

The goals and main progression systems of ARC Raiders are very similar to other extraction shooters in this sense. Whether I was tackling questlines for the vendors in Speranza or building and upgrading workbenches to expand my arsenal, my purpose in each run was to find specific loot (or kill specific bots) to strengthen my character. A persistent skill tree with nodes that increase vitality, mobility and looting speed ensured that I felt like I was getting stronger even when I didn’t make it back underground.

It seems like the end goal is to build up an arsenal strong enough to challenge hulking robotic behemoths — like the ARC Queen seen in the photo above — that are designed as a sort of raid boss that multiple players will need to work together to take down. Even still, there’s a lot to enjoy here for players who never reach this endgame. Unlike my experience with Escape From Tarkov and The Cycle: Frontier, I never had a dull run during my time with ARC Raiders.

High-speed action, changing map conditions and emergent narratives make each run feel unique

Extraction shooters usually encourage slow, methodical gameplay — when you can lose everything in seconds, you carefully calculate every move.

This is less so the case in ARC Raiders. It’s a game where you can crouch, but you can’t go prone, suggesting more of an active play style than hiding for prolonged minutes to avoid making a sound. Instead, you’re encouraged to dodge roll out of danger and take ziplines up and down buildings. Runs are far more entertaining because everyone is constantly being pushed into high-speed player-versus-player-versus-enemy action.

The preview started us in solo runs, bringing in little equipment and setting us loose on each other as we crept in from the edges of the map. From the get-go, I was thrust into combat — the first location I looted in my time with ARC Raiders was a medical facility on the outskirts of a dam. This map has the most flora and color of the three we got to try, and it seems as though it offers the most beginner-friendly experience.

As I rifled through drawers to find fabric, bandages and adrenaline shots, I heard footsteps thudding up the stairway behind me — the game has very strong sound design, and it’ll often clue you into threats before you ever see anything. Footsteps might even be a little too loud in the current build, as you can suss out where someone is crouch-walking if you’re keyed in on a nearby player.

I took up a position behind a computer console, making sure none of my extremities were exposed while preparing an ambush. A flashlight shone across the threshold, scanning the room — a raider clad in black strode in cautiously. I popped out of cover and peppered him with gunfire, but as my bullets struck my opponent, blue sparks emitted from his body. His shield protected him from the brunt of my initial volley, and I began to panic as my magazine ran dry.

Suddenly, alarms blared and the building whirred to life. Our brief exchange had activated the building’s security protocols, and a spherical ARC robot rolled out of a hole in the wall. Flamethrowers extended from pods on its sides, and the new threat lit up the room with wicked plumes of fire as I hightailed it out of there.

When I reached the other side of the building, I held rank in a corner and listened for movement. Thirty seconds passed, then a minute, and I knew I couldn’t stay in one place any longer. Creeping back to where I once fought my fellow man, a low electric thrum indicated that it was a machine that won the day.

I dumped my magazine into the bot, sending it backward into a wall as circuitry and debris exploded from its metal husk. The physics engine is working overtime in ARC Raiders, and every shot that connects with an ARC enemy is rewarded with satisfying mechanical spasms and crunching machinery.

It was only as the death sphere stopped moving and I closed the distance toward it that I found the body of my human opponent, who had been set aflame as I made my escape. He had been roasted mid-retreat, attempting to backtrack to the building’s entrance. I grabbed everything I could carry before setting off toward the dam.

Every run I embarked on built a different tale, with many ending in tragedy like this one. There were other adventures, though, that coalesced in spontaneous camaraderie.

During one run in the spaceport map, I made contact with two other solo raiders over proximity voice chat, joining them on their scavenging spree. We found a weapons crate and divvied up the loot.

I passed a rifle and crafting materials to my newfound teammates, and in return, they handed me a rare horizontal grip for my submachine gun. At any point, we could have turned on each other and turned the affair into a proper bloodbath, but we chose to work together for the best chance to escape with our spoils.

In another run, a sandstorm obscured my vision, so I waited until someone opened up the extraction tube to run up and gun them down. It was difficult to assess the threat level of my surroundings, so I decided to cut someone else’s escape short by mere seconds.

The encounter weakened me, and a sniper’s shot tore me asunder moments later — yet I was able to crawl to the console and extract before my bleedout timer ran out, saving my precious loot in the 11th hour of the match.

These are pulse-pounding moments that define extraction shooters for many players, and it’s what makes the high-stakes gameplay feel so rewarding.

Squad gameplay is just as riveting — I spent an hour navigating the arid alleyways of ARC Raiders’ Buried City with Paul Greveson, a technical artist from Embark Studios, and CNET’s very own David Lumb. As we negotiated a deserted highway overpass and tight urban corridors, it became clear that careful coordination is the key to success in ARC Raiders.

We looted and shared crafting materials that were required for our questlines back home, and watched each other’s backs as the ARC presence increased across the map. At one point, we had 90 seconds to reach a train station before we lost our only path back to Speranza (extraction zones are only available for limited times from the start of the match, and some shutter sooner than others). As we descended the zipline below ground, a large flying ARC unit — the Snitch — spotted me and called nearby gun-toting Wasps to our location.

They descended into the sinkhole, and my team had to fight aerial units in dark, cramped tunnels before we could escape. For an extraction shooter, it was an intensely cinematic moment — it was a peak of urban warfare that reminded me of The Division in many ways.

In other games like Escape From Tarkov, the downtime between these encounters is excruciatingly long — I can set out on multiple scavenger runs in a row without a moment that defines my gameplay session. In ARC Raiders, I feel like something important and exciting happens in every run.

Even though losing your items when dying midway through a run sucks, giving folks these epic stories to chase every time they set out into the world is the secret sauce for retaining players in an extraction shooter — and I think it’s where ARC Raiders stands head and shoulders above the competition. The game even lets you relive your greatest hits after every run, showing off a detailed map with all the places you looted, the ARC enemies you destroyed and the raiders you wounded (or who wounded you).

Even when you’re losing items, you’re discovering and sharing emergent narratives with the other raiders around you. That is what makes every run feel like time well spent.

ARC Raiders eschews common extraction shooter trappings to embrace a wider playerbase

Speed is key to attracting more gamers, and ARC Raiders seems to have stumbled upon a winning formula. Running and gunning feels just as valuable as perching in a sniper’s nest and watching out for unsuspecting raiders, and I was never taken out in a single shot so long as I had a shield equipped.

Even when I was caught off-guard, every engagement I had with another player felt fair — that’s important when your entire inventory of loot is on the line, and I suspect that this higher feeling of player agency will be a massive draw for players who have been turned away by similar games.

Player parity and fairness seems to be one of the core pillars of ARC Raiders’ design, which is unusual for an extraction shooter. Embark Studios is creating a game that seemingly respects your time, even when you don’t make it back to Speranza alive — and if you don’t play the game for hours each week.

In similar extraction shooter games, hardcore players are able to pull ahead early, assembling high-tier armor that low-tier weapons can’t penetrate. They camouflage themselves and wait in corners for half an hour to obliterate any unsuspecting players who wander into the wrong room. Then, they rifle through their belongings and extract the goods.

ARC Raiders disincentivizes this behavior in several ways. The third-person camera view and enhanced mobility mean that a corner camper doesn’t have an inherent advantage in a fight, and there don’t seem to be any pieces of armor that small arms can’t pierce. Equippable shields merely offer different health bar extensions, which will help veterans fare better in combat but won’t outright determine how a fight plays out.

Higher-caliber weapons still serve a purpose, though, since you’ll need certain bullet penetration to take out the roaming ARC robots. There were runs where I avoided the quad-rotor flying Wasp drones and only fought tiny pests like the insectoid Ticks because I was carrying only weapons that used light ammunition.

There are tangible benefits to accumulating a bigger arsenal that make continuing to dive into the world of ARC Raiders feel extremely rewarding, and I ended up eager to play «just one more run» as I discovered how to deal with new challenges.

One of the biggest changes from other extraction shooters will also be a boon to the more casual playerbase: Your progression will stay intact over the game’s lifespan, as Embark Studios doesn’t currently plan to periodically wipe players’ stashed loot. The studio told me that it’s working on several other options to prevent the balance of power from skewing too hard toward endgame players hoarding the highest-tier equipment, but ARC Raiders players seemingly won’t have to worry about losing their hard-earned loot — unless they’re eliminated on the field.

When you’re dealing with a player-versus-player experience, there are variables outside of the core gameplay systems to worry about, too. For one, there’s the inherent lack of balance between squad and solo play. The preview event was structured so that there were designated times for both playing alone and in a three-person squad, but this obviously won’t be the case when the game launches.

Embark Studios plans to primarily limit matchmaking so that lobbies separate solo and squad players, but I was told that solo players could end up in squad player lobbies to ensure good matchmaking times in low population areas or during off-peak hours. It doesn’t feel great to run into a coordinated squad and lose all of your items when you’re by yourself, which could become a thorny issue for players in certain regions.

Other extraction shooters have struggled with cheating problems — rampant cheating played a large role in the death of The Cycle: Frontier and it’s still a massive problem in Escape From Tarkov. When you’ve invested 20 to 30 minutes on a run, it’s demoralizing to get wiped by someone using wallhacks to unload on you before you’d ever have a chance to react.

ARC Raiders has a very fair and generous extraction shooter gameplay loop, but post-launch success will also be measured by Embark Studios’ ability to quash a potential cheating epidemic before it begins. For now, the game is shaping up to be an interesting entry into the extraction shooter genre: With no-risk alternatives like free loadout options and ways to loot and extract without fighting, ARC Raiders welcomes even casual players to brave the threats above ground and reap the rewards.

ARC Raiders is set to launch on PC, PlayStation 5 and Xbox Series X/S, though we don’t yet have price or release date information for the game, nor details on its monetization strategy.

Technologies

Nike’s New Robotic-Powered Footwear System: What to Know

Nike’s new system helps runners and walkers move with less effort, which Nike compares with electric bikes.

Nike’s new innovation, Project Amplify, is a robotic-powered footwear system for running and walking. And though it looks cool, it might still be a while before you can try it out for yourself. 

The system consists of a motor, drive belt and rechargeable cuff battery integrated into a carbon fiber-plated running shoe. According to Nike, Project Amplify is designed to augment natural lower leg and ankle movement. 


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Nike said it’s developing Project Amplify to make slower walking, jogging and running easier and more fun, comparing the system with an electric bike. Rather than competitive runners, Project Amplify is aimed at athletes with mile paces between 10 and 12 minutes.

Nike created Project Amplify alongside robotics partner Dephy. It’s still in the testing stage, but Nike plans to launch the footwear system to consumers broadly «in the coming years.»

This year, the footwear company also released a pair of shoes for warmups and cooldowns, the Hyperboots, which feature heating and air-compression massage technology inside. The Hyperboots sell for $900.

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Technologies

ARC Raiders Review: This Is the Best Extraction Shooter I’ve Ever Played

Embark Studios’ new game has tight gunplay and great maps. More importantly, there are quality-of-life features that every extraction shooter should implement.

I gingerly step through broken glass, flanked by two world-weary teammates, entering a long-abandoned supermarket to hunker down as rotors whir overhead. We’d already wasted enough precious ammunition fighting a pack of flying ARC drones — the latest from an annihilation wave of killer robots responsible for wiping out most of humanity. As we poke around the burnt-out remains of cash registers and store shelves, a distinctly human voice shouts down a nearby hallway. I check my bullet count, raise my weapon, hold my breath and say a prayer as we prepare for another fight.

Every moment is «go time» in developer Embark Studios’ ARC Raiders, an online multiplayer shooter where dual threats — man and machine — threaten to take your life around every corner. Players step into the role of the eponymous raiders, who are the only folks crazy enough to leave the underground city of Speranza (one of the final bastions of humanity) to gather supplies above ground.

Some raiders are after fame, some are after fortune. Most just want to eke out a modest living. A common interest in survival doesn’t mean instant trust, so expect most players to shoot first and ask questions later. Still, communication with strangers is possible, and during a previous press preview, I’d found that uncertain friendships can blossom amid the gunfire.

These emergent narratives are the bread and butter of ARC Raiders matches, in which squads of up to three players emerge from the underground to scavenge loot — either from the scraps of society or other players. As a so-called extraction shooter, each match requires juggling the risk of safely sneaking around the edge of the map or charging into the center for better loot before you make your escape. Meeting (and often dispatching) interesting people while robots threaten to rain hellfire on all of you makes for an addictive gameplay loop, one that often leaves me craving another match regardless of whether or not I just escaped with my life.

Beginner quests, skill point progression and free loadouts (that don’t risk your precious item hoard) exist so casual players have a way to improve their character without the stinging loss of loot from a failed run, which helps make early matches a little less daunting. But the truly exhilarating «a-ha» moment is when you realize that ARC Raiders has reprogrammed the way you see an in-game world.

Become an apex predator or risk becoming prey

A lone raider sits atop a long-abandoned spaceport with a bolt-action rifle, taking pot shots at a straggler who is being harassed by ARC drones hundreds of meters away. A squad of three makes use of heavy rain to flank a team attempting to breach a communications uplink full of valuable scrap. A well-prepared scavenger sees a flashlight bobbing up a winding flight of stairs and pulls the pin on their high-explosive grenade.

Vignettes of my successful ambushes blend together, the memories spiking dopamine and a whole lot of precious loot. Surviving above Speranza entails rummaging through containers and bringing back some crafting supplies, but to truly thrive topside requires a total perspective shift.

Tactical thinking is a far more potent weapon than crackshot aim. ARC Raiders puts a lot of tools in players’ hands: Grappling hooks, ziplines, smoke grenades, makeshift explosives and noisemakers that draw in nearby ARC robots are just a few of the gadgets that help you turn the tide of battle against an opposing player. Rechargeable shields enable players to run and recover. While a longer time-to-kill (meaning players can take more hits than in some similar games) can feel frustrating for ambushers, it does inspire cat-and-mouse pursuits and dramatic revenge arcs.

The constant flip-flop of control is absolute chaos, but that’s part of the game’s core design. One second, you’re the apex predator, hunting down a raider who’s none the wiser. A moment later, you have to band together to fight ARC robots leaping toward you from hundreds of feet away.

Even when all hope is lost and you know you’re losing your items, there are tools to call ARC robots to your location. The ultimate petty move is to get the AI to bomb out the location and eliminate the player who put you down. While plenty of other games feature the thrilling chance that a third party of players might crash the gunfight you’re having with another squad, ARC Raiders ensures there are often robot drones around to complicate combat.

The most recent build of the game concentrates more shiny weapons and crafting materials than ever in named points of interest around the map, with sparse loot around the edges, luring players toward the center. It seems Embark Studios recognizes that the best stories are told when players rub shoulders early and often in a match, so the developers have turned a few dials to make sure you always need to watch your back while breaking open the best containers in the game.

Whether I’m cutting down my foes or getting my lights punched out by a coordinated squad, every raider’s life is a tale inked in blood. The magic of ARC Raiders is that most matches tell a compelling story — you might make fast friends with a complete stranger or indiscriminately gun down man and machine as a one-man army. Either way, your personal narrative is never boring.

Grimy, cassette futurism vibes done right

While much of ARC Raiders’ appeal hinges on its intense moment-to-moment gameplay, the implementation of hulking robotic AI opponents and a more casual approach to the extraction shooter gameplay loop, it’s the pulpy sci-fi lore and grounded visual trappings that entranced me in the first place.

ARC Raiders developers say the game takes place in the «post-post-apocalypse,» a world where humanity has ultimately survived a near-extinction event. People persist beneath the ground as the natural world overtakes brutalist architecture, urban centers and even space launchpads. The synthesis of greenery and tech is absolutely beautiful, so it’s a shame that the game incentivizes you to turn down your graphical settings to have a better chance of seeing other players through dense foliage.

Persevering through an existential crisis made humans rekindle their appreciation for analog technology. Scavenger suits are adorned with a plethora of knobs, buttons and gauges that do heaven knows what, and barren office spaces are filled with bulky PC monitors. One map in particular features a spaceport that reminds me of grainy Space Race-era video footage that teachers would wheel out at school. It’s scary as hell to check your corners in abandoned industrial buildings, but taking a moment to really soak in the environments made me appreciate the haunted ode to humanity’s technological achievements.

If the ARC are the endpoint of machine advancement, it totally makes sense for humans in this world to make makeshift guns out of what amounts to PVC pipes, paperclips and chewing gum. But even the ARC feel delightfully retro, a vision of the future that is more HAL 9000 than T-1000 Terminator. These clean, efficient killers are like twisted parodies of an Asimov book cover, built to fulfill specific purposes and aid mankind before they turned on their masters. 

Everything in ARC Raiders is built with a purpose, and when you look at cosmetics, weapons and enemy robots, you can understand what that purpose is at a single glance. This is well-executed visual design, which isn’t just important from an aesthetic standpoint. It’s crucial to be able to assess a threat right away in a competitive game with high stakes, where the wrong combat engagement can cost you hours of progress.

Games like Starfield and Concord angled for a grounded and grungy retrostyle, but a lack of interesting character designs meant those experiences largely fell flat. ARC Raiders oozes style — some visual motifs feel like they’re ripped straight off of industrial propaganda posters — and has the gameplay substance to back it up.

ARC Raiders stands tall among titans of the industry

To enter the extraction shooter arena, a developer has to be as fearless as an ARC Raider. The genre is infamous for high-profile failures like The Cycle: Frontier and projects that never come to fruition, such as Sega’s Hyenas. Bungie’s Marathon is supposed to be a serious contender, but that game has been marred with one black eye after another, and is now indefinitely delayed. Certainly, no game has come close to dethroning Escape From Tarkov from its spot as the top dog extraction shooter.

But Embark Studios has been a disruptive force in the industry before: The developer’s debut release, The Finals, took the world by storm with its Battlefield-like world destruction and its game show spin on the battle royale subgenre.

Embark Studios has captured lightning in a bottle once again with ARC Raiders. Other extraction shooters have had player-versus-AI elements to contend with in each match, like Escape From Tarkov’s scavengers and rogues and The Cycle: Frontier’s fearsome reptilian foes. None have ever felt quite as deadly, nor as intelligent, as the robots that roam the world of ARC Raiders.

Most importantly, ARC Raiders is perhaps the most easily accessible extraction shooter for a casual audience. If you’re scared of losing the last bits of valuable loot in your stash, you can enter a match with random shoddy equipment to try and earn better materials and weapons at very little personal risk. And with lower-quality gear, you’ll have to adjust your strategy and learn different ways to be effective in matches.

ARC Raiders’ unique spin on the extraction shooter formula, though, is a voluntary wipe system. While other games delete players’ loot hoards on a regular basis, Embark found a way to incentivize the more hard-core players to reset their stash to access special cosmetic rewards, while assuring casual players they won’t ever have to give up their entire inventory. Knowing that I won’t have to lose out on my strongest weapons or the skill points I’ve invested in my character makes ARC Raiders feel more approachable as a game that I can play «long-term,» as opposed to something I’ll only play for a brief stint before blitzing the next big thing.

This system might need balance passes as the game evolves, but it’s a clear signal from Embark Studios that tells casual players that the time and energy they spend on this game will be respected.

This game nails the fundamentals of extraction shooters with its tight gunplay, exciting loot and map designs rife with ambush locations. Its special blend of player-versus-player-versus-freakishly-intelligent-robot gameplay will enrapture extraction-shooter fans and newcomers alike. While losing your loot is always deflating, ARC Raiders has guardrails in place to get a casual gamer back in the action quickly and easily.

After every press preview, playtest and server slam ends, the only thing I can think of is this: When do I get to play ARC Raiders again? While I can’t speak to the game’s overall staying power in what is a very difficult genre to successfully breach, I also can’t imagine this game is going the way of The Cycle: Frontier anytime soon.

This is a review in progress. It will be updated after ARC Raiders is publicly released on Oct. 30.

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Dragon Quest I & II HD-2D Remake Brought Me Back to When RPGs First Felt Magical

Take a trip back to the ’90s to learn where JRPGs started.

A professor once told me that one of the defining moments of becoming your own person is when you find music that isn’t what your parents listened to and make it your own. I’ve always felt the same applies to video games, once you find the one that defines your favorite genre. For me, that was the roleplaying game Dragon Warrior on the NES, now known as Dragon Quest I, and I’ve found myself back in that world with the new Dragon Quest I & II HD-2D Remake.

This marks the second remake of the older Dragon Quest games from Square Enix, following last year’s Dragon Quest III HD-2D Remake. Like the previous game, players experience a modern retelling of the first two titles in the iconic Dragon Quest franchise that helped create the Japanese RPG subgenre. While I didn’t play enough of both games to give a full review, diving back in brought back a flood of memories of my first time experiencing an RPG, and falling in love with the genre.

Like many kids back in the NES era, I played Dragon Warrior thanks to a free copy sent to Nintendo Power subscribers, though I didn’t have a subscription. A friend of mine, one of the few kids I knew with an NES, got it and showed it to me one Saturday. It blew our minds because it wasn’t simple action gameplay like Super Mario Bros., where you run and jump, or The Legend of Zelda, where Link slashes enemies. Instead, we read what was happening as the game’s story unfolded. I was hooked.

This time around, there’s still plenty of reading, but the remake updates the experience in countless ways. Both games have the same HD-2D visual style seen in Dragon Quest III HD-2D Remake. The characters and enemies retain designs by legendary artist Akira Toriyama (Dragon Ball, Dragon Ball Z), but now include richer detail in their 2D sprites, set against lushly animated 3D environments.

There’s also voice acting for many of the characters and enemies, and as you’d expect from an RPG set in a medieval world, everyone speaks with a British accent. Seeing the updated visuals and hearing the voices brought me back to how amazed I was as a kid, when enemy sprites on the NES looked incredibly detailed, and reading the dialogue aloud practically required talking like the king in Disney’s Robin Hood.

Square Enix didn’t add full cinematics but instead uses character sprites to create dynamic scenes. In Dragon Quest I, the descendant of the legendary hero Erdrick (whom I remembered calling «Edrick») is tasked by King Lorik to rescue his daughter and defeat the villainous Dragonlord, who has stolen the Ball of Light that had kept the forces of evil at bay. These story beats were told through text on the NES, but the remake visualizes them in a way that was once only imaginable.

Dragon Quest II does the same, showing the attack on the tranquil castle of Moonbrooke with far more action and drama than the short action sequence of the original.

One thing I appreciate about this remake is the added story context. In Dragon Quest II, the descendants of the hero from the first game must unite to face a new evil. The player begins as the Prince of Midenhall, setting off to find his cousins, starting with the Prince of Cannock. In the original, players simply learned that the prince had left for Wellspring and found him resting in a town along the way. The remake includes a short sequence where his sister joins you on the journey — a small but meaningful touch that gives a bit more depth to the simple story.

Another pleasant surprise is the addition of abilities. In the original games, characters could only use regular attacks or magic. The new abilities add offensive options, such as striking all enemies at once or reflecting damage at the cost of magic points — skills familiar to players of the Dragon Quest III HD-2D Remake. These abilities really shine in Dragon Quest II, where the Prince of Midenhall can’t use magic but can rely on these techniques, adding strategic variety to battles.

As expected from an HD remake, there are numerous «quality of life» improvements. Players can speed up battles, warp between cities and dungeons, and benefit from autosaves. The ability to run, though simple, is a huge improvement. Today’s gamers have no idea how tedious it was to move one step at a time on the NES.

Of all the improvements, the visuals struck me most, especially the world design. The Dragon Quest world remains in 2D, but terrain like forests and mountains now feels layered and immersive. On the NES, these were blocky squares; in the remake, your character weaves through trees and climbs hills. It feels like seeing what my 11-year-old imagination once filled in. I still remember every inch of that map, burned into memory after endless hours of play. 

One brilliant design choice from the original remains: The final boss’s castle sits just a short distance from where you start, though you don’t realize its significance until much later. In the remake, the Dragonlord’s lair now looms behind walls, giving it an even more ominous presence. I wanted to explore every corner again, but the rising enemy difficulty quickly stopped that plan.

There’s no question that this is the best way to play the original Dragon Quest 1 & 2 games, but even with their beautifully reimagined graphics, they’re still older games. This is still a turn-based RPG that has no flashy actions or award-winning story. It’s clear that Dragon Quest I & II HD-2D Remake is for players like me who grew up with these adventures. Those curious about the roots of the JRPG genre can also find enjoyment here, much like cinephiles who buy Blu-rays of silent films. For everyone else, there’s little reason to jump in immediately, but this faithful remake might be worth a look when it inevitably goes on sale.

Dragon Quest I & II HD-2D Remake will be released on Oct. 30 for $60 on PC, PS5, Nintendo Switch, Switch 2, Xbox Series X and S consoles. 

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