Reviews

An attempt to revive a cold corpse was unsuccessful. Review of the “release” version of Escape from Tarkov

2025 could be called “the year of releases no one believed in”: the long-awaited arrival of Hollow Knight: Silksong, the surprise sequel to the Ninja Gaiden series, The Adventures of Captain Blood, and now the controversial Escape from Tarkov has joined the list. We’ve already covered the failure of Tarkov and all the scandals surrounding the developer, Battlestate Games. Now it’s time to discuss the game itself: what they’ve accomplished in 10 years, what issues persisted from the beta test, and why EFT 1.0 is a massive deception of the audience who wanted the full experience of an “extreme combat simulator.”

Mobile engine abuse

Escape from Tarkov remains one of the most technically demanding games in the genre, yet it doesn’t offer the same visual or system quality. The game runs on the Unity engine, which isn’t designed for large-scale PvPvE projects. The decision to build a multiplayer shooter on this engine was a fundamental mistake. The result was a series of chronic issues that have persisted since release.

Old problems aren’t solved, but new ones arise. For example, it’s impossible to crawl under pipes. (Battlestate Games)

Version 1.0 was released without a detailed list of fixes, creating a gap between public statements about the significant amount of work done and the actual technical state of the project. The server side remains a key weakness of Escape from Tarkov. You will constantly encounter issues with client-server synchronization, delays in data transfer/packet loss, and incorrect hit registration.

Server weaknesses also became apparent during the Steam version’s launch. It was impossible to create an account or log into an existing one. Meanwhile, owners of copies from the official website encountered the typical problems associated with a major patch: loading issues, high ping even on the closest servers, and constant crashes during raids. This has become a regular occurrence for the patch.

Another problem is the sound. Despite the high-quality main menu music by composer Geneburn, the game’s audio itself poses numerous problems. Given the developers’ long history of arguing with Valve over the refusal to offer a discount on Steam Audio and searching for free alternatives, the sound has never been fixed. This distorts the raid experience and makes it an unreliable tool for developing combat tactics.

It seems the developers are completely uninterested in project optimization. Performance is unstable on any hardware: the game can create critical CPU load, underutilize the graphics card, and cause blue screens of death in common hardware situations. The graphics are far from impressive and are inferior to most modern titles. Throughout the eight years of beta testing, the developers have announced plans to fix the accumulated issues. However, actual maintenance is still in the announcement stage.

A similar situation exists with the anti-cheat system: the lack of kernel-level protection leaves the game vulnerable to radars, memory-reading tools, and other types of cheats actively used by the community. For almost the entire development period, the project used the free version of BattlEye, which provided the most basic application-level protection. Only recently have the developers begun implementing their own developments. However, this system also operates at the same level—all the developers’ efforts today feel like a sham.

The problem is exacerbated by the punishment policy. Cheating in Tarkov only bans game accounts, not IP addresses or the hardware used to access the game. This means a banned user can immediately return to the game by purchasing a new copy. For a cheater selling services or loot, such a punishment poses no threat: the investment pays for itself in one or two raids.

Schrödinger’s Release

“A review of any Tarkov update can literally begin with one hackneyed phrase: ‘The new patch has added a lot to the game, and now it plays differently.’ But this ‘lot’ is different every time, which is why player reactions range from effusive praise for Nikita Buyanov and Battlestate Games to demands for refunds.”

The release feels like a regular content update, rather than the project emerging from a protracted beta test. The main change in version 1.0 was the long-awaited addition of a storyline with multiple endings, story-isolated locations, and a visual update for merchants.

Battlestate Games

Fans of the series have known the backstory of Tarkov for 10 years. You play as a mercenary for one of two warring private military companies: United Security (USEC) and Battle Encounter Assault Regiment (BEAR). The former protects its client, the pharmaceutical company Terra Group, while the latter represents the interests of the Russian government and investigates the corporation’s crimes. This conflict has already been depicted in previous games in the franchise: Contract Wars and Hired Ops. In Escape from Tarkov, this war has reached its climax. The city is completely cordoned off, and the survivors have either evacuated or turned to banditry. The activities of the two PMCs in the region have gone underground. Therefore, your priority mission is to escape Tarkov.

Gameplay-wise, it’s implemented as a separate quest chain, which you won’t receive any rewards for completing. However, it changes the entire approach to exploring the game. In the release version, you can no longer freely choose your location for a raid. You also don’t have access to most of the merchants previously available in the beta. To unlock all locations and merchants, you’ll need to complete an introductory story quest, after which new story quests and stories will gradually unlock.

Another new feature is updated merchants. They all now have 3D models with full voice acting. Despite this content improvement, the quality of the models is questionable: many elements look as if 2D art had been digitized by a neural network. Animations and facial expressions are minimal, and interaction with the characters is limited to a couple of repetitive actions: some count money, others greedily paw at a suitcase, and still others simply wave their arms. The release version also introduces new story characters, but they don’t add anything meaningful to the game beyond tasks.

Battlestate Games

The release added two specially prepared locations. The training level at Epicenter is a location with a linear scenario, introducing the player to the basic mechanics. The Terminal is the final story location, accessible only after completing the main quest lines. It’s a dangerous zone with strong opponents, but no other players. This means you’ll be fully focused on reaching the final frontier.

The most notable change concerns the Interchange map. Fences on the outer side have been removed, creating several new bandit camps that also offer valuable loot. A couple of walls have been breached in the shopping center, creating a number of new raid maneuvers. Other maps have received minor texture and interior updates. For example, one of the huts in the Forest has been redesigned to match the location associated with the Cultists faction. Several rooms designed for story quests have also been added. These don’t affect raid structure or map balance, but they still offer loot.

Among the weaponry innovations, Nikita Buyanov decided to present three imbalanced rifles: an AR-15-based assault rifle chambered for domestic 5.45 rounds, a fourth-generation AS Val variant, and the MXLR lever-action rifle. The latter particularly attracted the attention of fans of bolt-action assassination quests, as the developers placed the rifle in that category.

Personal oppression regime

Escape from Tarkov’s gameplay is built on constant forays. Each raid is a journey where the player attempts to obtain resources or complete objectives, then escapes the location through available exits. Everything is given a limited amount of time, and if you fail to exit before the timer runs out or die, your entire inventory is lost. The game’s core was established in early versions and remains virtually unchanged. The key change in the risk factor is the insurance mechanic. In the event of death, the game can return your lost equipment. The only conditions are paying a merchant for the service and hoping that no one takes the insured item from your corpse.

In addition to gathering and the story, you’ll also be completing side quests. These form the foundation of the entire progression system, but their structure is uniform and consists of simple tasks: finding items, delivering trophies, eliminating enemies under specific conditions, and visiting points on the map. However, you’ll be rewarded with highly valuable items: from the rarest resources for your shelter to premium weapons and body armor appearing in the store.

Tarkov also features daily and weekly challenges, but they’re not exactly rewarding. Their objectives are always random and may require unreasonable goals. Furthermore, the rewards for these quests are also random. In one case, you might receive a good rifle for two successful raids, while in another, a couple of collectible figurines for killing a dozen PMC soldiers.

The primary enemy in the raid will be bots with different weapon types, health pools, and equipment. However, all bots’ behavior is based on a single algorithm, where differences are merely incidental. The basic enemy group is Scavs, and their logic is built on simple triggers: they act slowly, often waste time on voice lines, rarely use cover, have low accuracy, and are armed with low-quality weapons. Raiders and Renegades are a more challenging enemy type. They react better to your presence, shoot more accurately, and carry more valuable weapons.

At the top of this chain are Tarkov’s Bosses. Many of them wield the rarest and most powerful weapons and are surrounded by retinues. While bodyguards share similar behavior patterns to raiders, most bosses behave uniquely. For example, Tagilla prefers to kill players with a sledgehammer. A Corpsman, upon spotting an enemy, will begin injecting himself with stimulants. And Kollontai possesses a special aura that breaks the weapons of nearby players.

Battlestate Games

Another unique feature of Tarkov is its interface. It’s intentionally devoid of any auxiliary tools. There’s no map, mission markers, ally indicator, ammo count display, or other standard interface elements. This makes accessing information difficult, but EFT veterans have long since learned to adapt to this environment. Others simply use third-party map and guide websites.

Another important mechanic is the progression system. It consists of three branches. The first is relationships with merchants. Your loyalty level determines the range of goods you can buy: weapons, attachments, armor, medicine, and other important tools. Loyalty growth depends on quest completion, overall trade volume, and your account level.

The second is leveling up personal skills. These grow through repeated actions: moving, jumping, shooting, handling weapons, using medical supplies, interacting with inventory, and other operations.

The third is shelter development. Your lair provides passive bonuses to regeneration, the ability to craft items, and access to auxiliary functions such as accelerated skill leveling and reduced time penalties. Upgrading modules requires particularly rare items and huge monetary investments, and progress is hampered by merchant levels and character skills. While shelter development was optional in the beta test, in the release it plays a major role in achieving the best ending.

If you’re experiencing a run of bad luck as a PMC soldier or simply want to search for loot without too much risk, you can play as a Scav. Their role is to allow players to enter a raid with free gear and safely replenish resources without the risk of losing personal property. Any loot recovered from a Scav raid will be transferred to the PMC’s main stash. However, a Scav raid is different from a regular raid.

A player enters the map not at the start of the match, but after a certain amount of time. As a result, the situation in the raid is already established. Some have already left, others have been killed, and still others are sitting at points of interest. The same can be said for loot: most containers can be looted by other players. On the other hand, a Scav player can peacefully interact with bots. They can be given commands, and they work well as bait. However, if you act aggressively towards them, you will receive the Traitor status. This is punishable not only by return fire but also by a loss of reputation with the Fencer—the merchant and leader of the Scavs.

Endgame content in Tarkov is the stage where you reach the highest level, establish maximum loyalty with merchants, and complete all quest chains. At this point, the need for constant resource farming disappears, and financial issues are resolved through passive income from the shelter. The gameplay shifts from survival and accumulation to the idea of ​​”Entertain Yourself”: you set challenges, fool around in raids, or complete remaining quests that don’t contribute to the story or leveling up. For example, kill Killa 50 times. And the only reward you’ll receive is a pair of Adidas sneakers.

Prestige is the only way to retain an audience. It allows you to reset your character’s level and quest chains while keeping a couple of items from your stash. This reset does not affect future progression: your stash size will not increase, nor will you receive an experience bonus. Prestige only provides cosmetic bonuses: gestures, clothing, etc.

Table-Based Combat Simulator

Combat engagements are based on ballistics, taking into account the penetrating power of ammunition and the quality of protection. A weapon’s effectiveness is determined not only by its base characteristics but also by the quality of its modifications. Weapon customization is one of the most advanced systems. Each weapon can be disassembled into its individual components, and modifications to each module affect the weapon’s recoil, ergonomics, accuracy, and other characteristics. However, the extensive array of attachments hinders the creation of multiple variations of the same weapon. Most available parts are indistinguishable in performance and are rarely used. Players strive for optimal builds with minimal recoil and excellent ergonomics.

You can protect yourself from bullets with body armor and helmets. Each has its own durability and protection class, which determines its ability to absorb damage from a specific round. Protection is based on comparing a bullet’s armor penetration with the protection class of the armor or helmet. However, body armor only protects those areas of the body specified in the product’s description. Most models cover the chest and stomach. Some cover the shoulders and arms, but the arm protection class never exceeds 3rd. Damage to unprotected areas is completely ignored by the body armor.

Helmets operate on similar principles but are significantly less effective. Standard helmets don’t cover the entire head, only the forehead, crown, and back. The sides are often left exposed, and a hit there results in instant death. Helmets with visors are available for face protection, but these can impair visibility. While the key principle of armor plates is to absorb incoming damage, the core of helmet protection is the risk of ricochet. Depending on the material, a helmet can protect against even the most powerful armor-piercing rounds.

An additional piece of equipment closely related to helmet use is headphones. They alter the auditory perception of the environment, amplifying quiet sounds and attenuating loud ones, allowing for enemy location by sound alone. However, headphones are not fully integrated with the helmet system. Some models are compatible with headphones, while others block their use entirely. But even with them, the problem of incorrect sound reproduction remains: even with expensive headphones, gunshot sounds can be too muffled when you’re standing next to the shooter, and vice versa!

Battlestate Games

Another fundamental combat mechanic is health. Health is fragmented, divided by limb. If you deplete the health of your legs, arms, or abdomen, all subsequent damage will be dealt to healthy body parts. Depleting the health of your head or chest means instant death. A variety of health items are available, including healing, bleeding control, and limb restoration.

Ultimately, the community has developed three working combat tactics. The most common is exclusively aiming for the head, as this guarantees an instant kill regardless of the target’s armor level or health. With this model, the risk of a miss is offset by the high speed of neutralization of the enemy and the conservation of ammunition. Another common strategy is the use of highly armor-piercing rounds. With these, you can target any part of the body without wasting time on precise aiming and mitigating the risk of the target surviving after an empty magazine. A separate practice remains targeting the legs and arms. This is based on the principle that limbs lack protection. They can be easily destroyed even by weak rounds, after which all damage is dispersed to the chest and head. It is for this tactic that expanding bullets are commonly used.

You stink of weakness!

One of Escape from Tarkov’s problems is its audience’s heterogeneity. It’s divided into several isolated groups, each with their own unique perspective and constantly at odds with one another.

One popular group is Tarkov’s PvE mode. Some play using the SPT-AKI mod and Project FIKA. Others pay the developers for access to the single-player mode. It was created as an alternative format for those who don’t want to deal with the rigors of PvP and are tired of cheaters. PvE lacks direct confrontation with other players, and combat is based on enhanced PMC bots that use behavior adapted for co-op. They have different accuracy, reaction speed, and increased aggression. For PvP enthusiasts, this mode seems like a distortion of the Tarkov concept.

The emergence of Escape from Tarkov: Arena further reinforced this division. It was promoted as an esports platform and a fully-fledged standalone game, intended to elevate Tarkov to the competitive scene. Expectations were built around the idea of ​​fast, structured, and balanced shooting in closed arenas with carefully crafted rules. However, the project failed to live up to expectations, was reworked numerous times, and lost all its esports potential in the process.

The ability to earn loot boxes and transfer resources to Tarkov’s main mode has transformed it into a secure way to accumulate currency and items. The only consistent motivation for most players has become the quest for the secure Theta case, which offers ten slots. It provides a significant advantage, as it expands the carrying capacity of particularly valuable items. Premium edition owners will not notice any changes, but players with the base editions will receive a significant advantage.

The problems of premium editions exacerbate conflicts between player groups. Expanded stashes, additional starting equipment, and other advantages create a structure close to pay-to-win. Developers formally avoid directly influencing combat balance with donations, but increased cash reserves, armor-piercing ammo, and storage cases for junk and weapons effectively perpetuate this inequality. Over the past year, the community has developed a sharply negative attitude toward owners of The Unheard Edition, who spent 11,000 rubles. They are despised not only for wanting to make the game easier for themselves, but also for “sponsoring” a poor project.

Another distinctive feature of the EFT community lies in the different approaches to PvP. Some can only play solo, while others are afraid to venture out without a full squad. Some can only go out with a pistol, while others can access expensive gear. But Tarkov has no matchmaking algorithms. A single raid can include a penniless newbie and a full squad armed with elite builds. This leads to unfortunate scenarios and creates a desire in the newbie to request a refund.

But instead of addressing this problem, the developers are busy maintaining artificial interest in the game on streaming platforms. Last week, the game’s launch promotion ended on Twitch. During it, players were given the opportunity to receive loot boxes containing valuable resources. These gifts were intended to save newcomers from impoverishment, but in reality, we saw experienced players quickly sell the loot box contents, keeping only what was useful for completing quests.

How to play correctly

The “hardcore” concept in Escape from Tarkov was initially positioned as a unique advantage for the game. However, over time, it lost its practical value and became a source of slow progress. Players are forced to complete the game using third-party services and illegal practices.

Most rely on video card plugins, equalizers, and filters to enhance audio and visual quality. In-game settings are unable to provide the required graphics clarity and audio fidelity. Third-party software allows players to mute all but the quietest sounds and see in the dark without night vision.

The second element is the extensive work of the community. Gamers regularly create and update detailed guides, location maps, and armor and penetration tables. This information replaces missing in-game explanations and keeps players engaged for longer.

No less telling is the practice of creating casual communities that engage in “acting” to complete PvP quests. Since quests require eliminating players under specific conditions, and matchmaking is very slow, members coordinate search times and arrange to meet at specific locations. And under these circumstances, one sacrifices their life to complete a clanmate’s quest.

But if someone doesn’t have any connections to help them with quests, they can always turn to third-party services. Services for completing quests and selling equipment and resources for real money have become part of the Tarkov economy. Hardcore has generated incredible demand for such services, and the lack of effective control mechanisms allows them to exist without serious risks.

Battlestate Games

The ultimate point of abandoning hardcore gaming is players’ embrace of the “dark side”—cheating. Due to the lack of effective anti-cheat software, weak technical protection, and lenient penalties for cheating, such tools quickly pay for themselves when users begin helping other players or selling items.

As a result, the hardcore approach that Escape from Tarkov’s image was built on ceased to function as a conscious design choice. The developers still refuse to acknowledge the fact that only a tiny percentage of the audience is interested in realism. And even those who enjoy such experiences will prefer other forms of entertainment that have nothing to do with computer games.

Diagnosis

The release of Escape from Tarkov doesn’t match the usual understanding of a full game launch. We’re still playing a rough beta: with unstable servers, unbalanced PvP and PvE, bizarre progression, a total hatred of newcomers, and a reluctance to combat cheaters. The only progression we’ve seen is in the game’s content, but much of it remains junk.

While Tarkov remains appealing to a certain audience, it doesn’t offer the unique gaming experience promised at the start of development. All realism boils down to primitive mathematical equations and probability theory. In firefights, the type of ammunition matters, and headshots are determined by the servers’ ability to register a specific shot.

The entire difficulty stems from the technical state of a stillborn extraction shooter and the attempts to revive this long-rotted corpse. It’s better to try ARC Raiders or Arena Breakout: Infinite—the former will give you a thorough understanding of the genre’s fundamentals, while the latter will give you a taste of all the nuances of realism without spending a dime, unless you choose to.

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