The last time I played Riftstorm, it was promising but also a bit rough around the edges. However, a lot has changed since then, and now Confiction Labs and Agate are bringing their game to Early Access.

It was a couple of years ago that I played the pre-alpha, and it was pretty bare-bones back then. The EA build I just closed down adds a much more robust meta-layer for players to interact with. Now the progression is all laid out for you, and there’s a lot of depth already baked in via unlocks and the new extraction-based gear system.

As I worked through the opening missions, I was somewhat reminded of Control and, looking back even further, The Bureau: XCOM Declassified. As I explored and opened up my base of operations, pushing back the otherworldly demonic presence all around, I felt the MIB-inspired secret agency vibes (discussed previously in this interview), and I was genuinely intrigued by the setup.

In fact, I think Riftstorm would benefit from leaning further into its unique aspects instead of playing it safe. For example, for some reason, the in-game AI character, PAAM, is a giant, blue naked lady. She’s like a cross between Halo’s Cortana and Incognita from Invisible Inc, and she is there to guide you through the process of unlocking new characters and expanding your base. It’s an interesting idea on paper, but this character could have been a unique and creative addition to the game rather than the monotone, basically-naked quest-giver she currently is.

My main issue with Riftstorm so far is the pacing, especially when you’re out of combat. The whole thing feels a bit too slow and ponderous, and the NPC interactions need to hurry up a bit. Similarly, the animations are clunky, like you’d find in an old-school MMORPG. I also wanted more dynamic NPC behaviour, more refined storytelling, as well as better enemy AI and pathfinding.

I did like how you’re chucked in the deep end straight away, with different weapon-changing abilities quickly thrown into the mix. When the combat synergies kick in, that’s when Riftstorm is at its most playable. In no time at all, I was ricocheting bullets off the walls and causing enemies to explode upon death. You can even activate various effects by interacting with the environment. It’s all good stuff that contributes to the chaotic atmosphere and the power fantasy.

That said, when playing solo, I did find the constant pressure from oncoming enemies to be quite distracting when trying to choose from the abilities that are regularly offered. More than once I felt like I had to pick whatever option I could or risk not getting anything at all, which I thought undermined my agency just a smidge.

There’s a much more pronounced extraction element now, with the added spice of risking the loss of any equipped gear, which you can buy from the quartermaster back at base or earn during combat. This new extraction dynamic and the risk-versus-reward gameplay go together quite nicely, and also breaks the usual play-until-you die mentally you get in a lot of games like this.

After a couple of missions, I was unlocking guns of different rarities, finding a variety of resources, and earning credits to spend on character upgrades for my so-called Weavers, each of which has their own playstyle. The sheer amount of stuff gives it an air of live service, especially as the gear system seems like a cross somewhere between Destiny and Diablo.

The weapon variety seems solid, based on what I’ve tried so far. What’s interesting is how your chosen weapon gets a new lease of life every time you take it out, depending on the upgrades you get. That said, the weapon breaking mechanic… never a fan of that one myself.

Out of combat, I’m not sure I fully understand why the early levelling is gated by so much resource gathering, but this is another thing I expect the devs to finesse as they work out what the final game is going to be.

Riftstorm is an interesting little co-op shooter, and the narrative layer has certainly taken a step forward since the last time I looked, even if the delivery is a bit lethargic and it needs some polish. The game underneath its intriguing-yet-clunky exterior definitely has potential, and some of the power-ups are good ol’ fashioned silly fun.

I think I’m going to wait for this one to be finished before I come back for another pass, and hopefully it can take another step forward in that time. With pacing to tighten, systems to refine, and performance issues to fix, there is a lot of work to do if Riftstorm is going to deliver a truly top-class extraction-shooter experience. Nevertheless, the optimist in me remains hopeful.

Riftstorm is out now in Early Access on PC (Win), and I played via access kindly provided by the publisher and their PR buds.

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