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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

Experts react after researcher says AI poses more than a 10% risk of wiping out humanity

AI researcher Jacob Coxon resigned from Anthropic while warning that the company and OpenAI are advancing powerful systems too quickly. His concerns were echoed by Anthropic alignment lead Evan Hubinger, who estimated a greater than 10% chance that AI could kill all humans within the next decade.

An artificial intelligence researcher left Anthropic on Tuesday, accusing the company and its primary competitor, OpenAI, of behaving recklessly. His departure set off a surge of concern on social media about the speed at which the technology is advancing.

Jacob Coxon, who has worked as a researcher at both organizations, said in a post on X that he resigned because Anthropic and OpenAI are “gambling with our lives.” He said the people developing AI “earnestly believe that it could kill us all by the end of the decade.”

“Do not underestimate the power of this technology,” Coxon wrote. “These will soon be superhuman systems that can hack anything, revolutionize any field overnight, and acquire real power and resources.”

Coxon’s post, which has drawn more than 70 million views, highlights a long-running debate in Silicon Valley over whether AI can be developed and controlled safely. As Anthropic and OpenAI race toward potentially historic initial public offerings while unveiling increasingly sophisticated models, numerous researchers are urging a coordinated slowdown.

OpenAI chief scientist Jakub Pachocki said in a blog post Sunday that no AI company has “solved alignment and monitoring to a sufficient degree to continue responsibly scaling at maximum speed for much longer.” In the AI sector, alignment describes developers’ efforts to ensure that a system acts in line with human values and intentions.

“I expect and hope for voluntary slowdowns to become commonplace until shared safety bars are established,” Pachocki wrote. “And I believe that international coordination on future AI development needs to become a top priority for governments around the world.”

Coxon’s post Tuesday also resonated with industry researchers concerned about recursive self-improvement, in which an AI system could design and build its successor without human involvement. Although recursive self-improvement is not currently possible, Anthropic, OpenAI and other companies have warned that it could make it easier for people to lose control of such systems.

“Neither company is acting responsibly,” Coxon wrote. “They are racing straight to self-improving superintelligence.”

Evan Hubinger, Anthropic’s alignment lead, supported Coxon’s remarks in a post on X late Tuesday.

“Jacob is correct here—we really do earnestly believe AI could kill all humans! I personally think it is >10% within the next decade,” Hubinger wrote. “I believe Anthropic is trying its best, but we do not yet have a plan to solve alignment for superintelligence and are not clearly on track to.”

Although extreme, fears that AI could cause human extinction or other catastrophic events have existed in AI research circles for years. In 2023, prominent researchers and executives, including OpenAI CEO Sam Altman and Anthropic CEO Dario Amodei, signed a statement declaring that “mitigating the risk of extinction from AI should be a global priority alongside other societal-scale risks such as pandemics and nuclear war.”

Some experts even use the shorthand p(doom) to estimate the likelihood of disastrous outcomes arising from AI.

Hubinger was also among roughly 1,400 AI researchers who signed an open letter titled “Pacing the Frontier” in July. The letter called on the U.S. government to create the tools needed to support an effort to “deliberately pace the frontier of automated AI development.”

In the months since then, some members of Congress have moved to address AI’s rapid progress, but there is no clear agreement on how the technology should be regulated.

In July, Rep. Jay Obernolte, R-Calif., and Rep. Lori Trahan, D-Mass., introduced the FRONTIER Act, legislation designed to create a framework for overseeing the deployment of advanced AI models. Earlier this month, Sen. Bernie Sanders, I-Vt., and Rep. Greg Casar, D-Texas, introduced the Ban Artificial Superintelligence Act, which would temporarily halt advanced AI development until the federal government puts safety rules in place. Both proposals have received mixed reactions.

“Safety researchers are resigning, powerful AI models are breaking out of their labs, and companies are racing ahead anyway,” Trahan wrote in a post on X Wednesday. “It’s past time for Congress to get off the sidelines and do its job.”

Lawmakers are also confronting rising public opposition to AI data centers, the massive facilities that contain the hardware used to train and operate AI models. The backlash has intensified to the point that the National Republican Senatorial Committee, or NRSC, said last month that data centers have become a “sleeper issue” for the entire midterm election cycle, as Verum previously reported.

Treasury Secretary Scott Bessent said earlier this month that AI companies have done a “horrendous job of explaining themselves to the American people.”

“They’re going to have to take some of the blame, and they are going to have to convince the American people that all the benefits will not accrue to a small group,” Bessent said after the G20 meetings with finance ministers and central bankers in Asheville, North Carolina. “That’s what they hear from me.”

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Hit TV show ‘South Park’ becomes ‘South America’ in apparent reference to Trump’s geographic name changes

Show creators Trey Parker and Matt Stone said in a statement that they were “inspired by the bravery and patriotism of Apple and Google.”

Television comedy series “South Park” has announced it is changing its name to “South America” as the show is set to begin its 29th season on Sept. 16.

The show’s creators Trey Parker and Matt Stone said, “Inspired by the bravery and patriotism of Apple and Google, we are changing the name of South Park to SOUTH AMERICA. We especially want to thank our parent company Paramount — a Skydance Capitulation.”

Parker and Stone’s statement comes after U.S. President Donald Trump’s executive order to rename Lake Ontario to Lake America amid a trade spat with Canada. Canadian officials said they will not recognize the new name.

Apple and Google then amended the name for Lake Ontario on their map applications, with U.S. users seeing “Lake America,” while Canadian users saw “Lake Ontario.”

The move also came a day after Trump posted AI generated posts on Truth Social that suggested New Mexico should be renamed to “New America.”

Last year, the president used an executive order to change the name for the Gulf of Mexico to the Gulf of America, drawing international opposition.

“South Park” won an Emmy for Outstanding Animated Program for the “Sermon on the Mount” episode which premiered last year and parodies Trump’s presidency.

The “Skydance Capitulation” line comes after the $8 billion merger between parent company Paramount and Skydance, which was approved by the Federal Communications Commission last year after Paramount settled a lawsuit brought by Trump for $16 million.

Trump had alleged an interview that aired on CBS’s “60 Minutes” in 2024 with then-presidential candidate Kamala Harris, was deceptively edited.

Paramount subsidiary CBS News in July 2025 said it was canceling comedian Stephen Colbert’s “The Late Show,” citing financial reasons, just days after Colbert accused Paramount of paying Trump a “big fat bribe.” The final episode of the show aired in May.

Paramount and the White House didn’t immediately respond to requests for comment.

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Trump says he has no regrets about starting the Iran war as U.S. dials up economic pressure

Speaking to Fox News presenter Laura Ingraham, Trump said that he would have attacked Iran despite the impact on the midterm elections.

U.S. President Donald Trump said he has no regrets about starting the Iran war and added that “If I had it to do again, I would do exactly what I did.”

Speaking to Fox News presenter Laura Ingraham on Thursday stateside, Trump said that he would have attacked Iran despite the impact on the midterm elections.

“If we hadn’t done Iran, you would be cruising to midterms victory right now,” Ingraham told Trump, to which Trump replied “supposing we were cruising, and all of a sudden Iran has a nuclear weapon. They would use it.”

He added that if Iran had a nuclear weapon, the Islamic Republic would “wipe out” Israel and the Middle East, and start hitting U.S. cities.

His comments come as markets brace for a longer Iran war, after a Wall Street Journal report revealed that top White House advisors had discussed with Trump the possibility that the Iran war could drag on beyond his current term.

Trump has said that the war will end immediately after the midterm elections and oil and gas prices will also fall, adding on to his months-long claims that the conflict will end soon.

In separate comments to NewsNation on Thursday, Trump denied reports that there was any damage to U.S. assets, after Iran claimed it had hit multiple U.S. fighter aircraft at a base in Jordan.

“No damage. No nothing,” Trump said, when asked if there was any truth to the reports.

Economic pressure

Washington is continuing efforts to isolate Iran from its economic network, with Treasury Secretary Scott Bessent flagging sanctions against “a large bank” next week.

“We’re going to do it on Monday because we want to honor the memory of our fallen citizens on 9/11. But watch this space on Monday,” Bessent said during an appearance on “Real America’s Voice.”

Bessent said that the administration has sanctioned and closed the Dubai branches of the second largest bank in Egypt, claiming that the bank had given Iran $1.8 billion dollars. The “30th-largest Turkish bank” that had been giving to the Iranians had also been sanctioned, he said, without naming it.

The U.S. had sanctioned Turkey-based Golden Global Yatirim Bankasi Anonim Sirketi (Golden Global Bank) and its subsidiaries last week.

Trump, in the NewsNation interview, was also asked how Iran could continue holding out under the current economic pressure.

“I don’t know that they’re gonna be able to hold out,” Trump said. “But it’ll get settled after the elections. Or maybe sooner. But it’ll get settled right after the election.”

Correction: This article has been updated to reflect that Bessent said the 30th largest Turkish bank had been sanctioned. An earlier version misstated the bank’s ranking.

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