SUBSCRIBE
Tech Journal Now
  • Home
  • News
  • AI
  • Reviews
  • Guides
  • Best Buy
  • Software
  • Games
  • More Articles
Reading: The first thing Arc Raiders’ devs did during its extraction pivot was to reduce the speed of everything by 60%: ‘All the craft that was in the game was kind of background noise’
Share
Tech Journal NowTech Journal Now
Font ResizerAa
  • News
  • Reviews
  • Guides
  • AI
  • Best Buy
  • Games
  • Software
Search
  • Home
  • News
  • AI
  • Reviews
  • Guides
  • Best Buy
  • Software
  • Games
  • More Articles
Have an existing account? Sign In
Follow US
© Foxiz News Network. Ruby Design Company. All Rights Reserved.
Tech Journal Now > Games > The first thing Arc Raiders’ devs did during its extraction pivot was to reduce the speed of everything by 60%: ‘All the craft that was in the game was kind of background noise’
Games

The first thing Arc Raiders’ devs did during its extraction pivot was to reduce the speed of everything by 60%: ‘All the craft that was in the game was kind of background noise’

News Room
Last updated: March 13, 2026 12:19 pm
News Room
Share
4 Min Read
SHARE

Arc Raiders looked very different in its early stages of development, and even compared to its initial reveal trailer. While the team was flip-flopping between genres, one thing was clear: your goal was to kill a boss as fast as possible. Naturally, there was a lot of mobility in these early prototypes. You’d move fast to reach the boss’s location, there were jump pads to fling you around, and the Snap Hook was unlimited. It’s almost unrecognisable to today, where your character has a satisfying heft to them and limited stamina that makes crossing vast, open areas an intense prospect.

In his GDC talk yesterday, Arc Raiders’ production director, Caio Braga, remarked that “because we made you run so fast towards the boss, all the craft that was in the game was kind of background noise.” This faster, more upbeat pace is immediately apparent in the gameplay section of the old reveal trailer.

Speaking to Braga afterwards, he explained to us that one of the most impactful changes they made was to slow the game down: “The very first thing we did after the reset was reducing the speed of everything” by roughly 60%. This helped the team realise how strong aspects like the sound design, tool sandbox, and maps were. In other words, the foundations of Arc Raiders’ extraction shooter roots.

Article continues below


You may like

THE GAME AWARDS 2021: ARC Raiders World Premiere Gameplay Trailer – YouTube


Watch On

“It was very odd because all the animations were kept at high speed” while they were testing the change during development, Braga jokes. Again, looking back to the original reveal trailer, we raiders sure had some pace.

The fast-paced boss-killing loop wasn’t working, no matter what genre spin was laid on top of its bones, so the team leveraged their experience with PvP from The Finals, and many developers’ past work at EA’s DICE.

This all loops back around to a statement Braga made in his GDC talk about how Embark eventually ‘found the fun’ and turned Arc Raiders into what it is today. Ultimately, “We stopped forcing the game [or games] we wanted, and we looked at the game we had,” he explained.

That slower pace is now key to Arc Raiders, and I imagine it inspired many of the design decisions about player movement, like every action costing lots of stamina, taking valuable time, and making unique noises. All of which, of course, can be improved through the skill tree. It just goes to show that it only takes pulling one right handle to figure out how everything else fits into place.

Keep up to date with the most important stories and the best deals, as picked by the PC Gamer team.

Read the full article here

You Might Also Like

An astronaut rolled a D20 in space, so yes, you can play D&D in zero gravity

Dead by Daylight’s new K-pop chapter doesn’t add a new killer, but it does sound like one more step towards a healthier game: ‘It’s a bit of a trial’

All Survive the Apocalypse codes for May 2026 for more Emeralds

‘Realtime-with-pause is not dead,’ says lead designer of promising turn-based game Star Wars Zero Company

Resident Evil Requiem actor had to spend ‘2 to 3 minutes’ audibly dying during her audition, while the casting director threw out surprise instructions: ‘Now a zombie has bitten your left leg’

Share This Article
Facebook Twitter Email Print
Leave a comment Leave a comment

Leave a Reply Cancel reply

Your email address will not be published. Required fields are marked *

- Advertisement -
Ad image

Trending Stories

Software

Apple can’t make chips fast enough, but that’s only part of the story – Computerworld

May 5, 2026
Games

Surprise: The studio making Star Wars: Fate of the Old Republic is full of former BioWare devs

May 5, 2026
News

B.C. Startup Moment Energy Raises $40M for Texas Battery Repurposing Factory

May 5, 2026
Games

From Cyberpunk 2077 to The Witcher 3: Why videogame music matters, told by some of the best composers in the indsutry

May 5, 2026
Games

Resident Evil Requiem’s director teases more Leon Kennedy: ‘We could bring him back when he’s 70’

May 5, 2026
Games

2 hours with Lego Batman: Legacy of the Dark Knight was an uncomplicated burst of joy

May 5, 2026

Always Stay Up to Date

Subscribe to our newsletter to get our newest articles instantly!

Follow US on Social Media

Facebook Youtube Steam Twitch Unity

2024 © Prices.com LLC. All Rights Reserved.

Tech Journal Now

Quick Links

  • Privacy Policy
  • Terms of use
  • For Advertisers
  • Contact
Welcome Back!

Sign in to your account

Username or Email Address
Password

Lost your password?