ARC Raiders is currently hosting an open beta, allowing anyone and everyone to hop in and try the game out less than two weeks ahead of its official release. I recently fired up the game for the first time, and while the gameplay is beyond stellar, one feature really struck me—and that, folks, is the game’s menus.

Unlike typical menus, ARC Raiders’ menus are designed to feel deeply connected with the game’s world and serve as portals into various aspects of its overarching narrative. They are not just bland text on a screen with the occasional animated background. Instead, these menus function as interactive narrative pieces that take you from one place to the next, immersing you either in the underground civilization of Speranza or introducing you to one of the story’s many characters.

The main menu, for example, gives you an overview of your character’s appearance and lets you queue up for gameplay. But instead of a static screen, you are placed within a thrilling, bustling market where people walk around and enjoy what little life remains amid the total collapse of topside nations.

Switching to another tab presents a bird’s-eye perspective of what seems to be a town square, with characters occupying select areas. You can visit these characters, who serve two functions: they reveal more about the world and story, and act as vendors providing a range of services and even quests—again, enriching the narrative.

You can also visit your character’s private quarters, where you can level up. But beyond the mechanics, this space allows you to observe the circumstances in which your character lives, providing a better grasp of their background and personal story.

Every part of ARC Raiders’ menus serves a purpose; they are not purely utilitarian with just text and cosmetic backgrounds to make things less boring. Most games today don’t even bother with that last bit, often presenting bland menus to navigate, accompanied by music and a static title screen. Such menus feel uninspired and lack meaningful purpose—something that was not true even a decade ago.

A few months ago, I revisited games from some 12–13 years ago, chiefly *Remember Me*, whose menus were wild and imaginative, even if they made navigation slightly more tedious. Many titles at that time, from major hits like *Assassin’s Creed* to smaller indie efforts, embraced similar creative approaches. This always elevated the overall experience, adding layers to games as an art form and rejecting mere functionalism in favor of creativity.

However, as often happens, design trends have gravitated toward simplicity, with many aspects of game design becoming increasingly dumbed down for various reasons. In this sense, ARC Raiders stands out by pursuing a vision of art and soul rather than fulfilling only basic functionalities—a choice I deeply appreciate.

The game’s hyperrealist, somewhat 80s-inspired style is impressive on its own, and the menus add an extra cherry on top. I sincerely hope more games will return to the older approach of making every bit of a game serve a purpose, layered with detail and artistry.

Otherwise, we risk ending up like our cities and architecture: whole in function but devoid of form.
https://www.destructoid.com/arc-raiders-has-brought-back-a-long-forgotten-game-feature-and-im-delighted/?utm_source=rss&utm_medium=rss&utm_campaign=arc-raiders-has-brought-back-a-long-forgotten-game-feature-and-im-delighted

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