Attempt to Resuscitate a Cold Corpse Fails. Review of the "Release" Version of Escape from Tarkov

Attempt to Resuscitate a Cold Corpse Fails. Review of the "Release" Version of Escape from Tarkov

Обзоры 17 Источник: Battlestate Games / Escape From Tarkov
05 Dec 2025 16:07

2025 can be called the "year of releases that no one believed in": the long-awaited appearance of Hollow Knight: Silksong, a sudden continuation of the Ninja Gaiden series, "The Adventures of Captain Blood," and now the scandalous Escape from Tarkov has joined this list. We have already analyzed the failure of Tarkov and all the scandals associated with the developer Battlestate Games. Now it's time to discuss the game itself: what they have done in 10 years, what problems have persisted since the beta test, and why EFT 1.0 is a massive deception of the audience that wanted to get a complete experience of a "combat simulator in extreme conditions."

Violence Against a Mobile Engine

Escape from Tarkov retains its status as one of the most technically demanding games in the genre, without offering corresponding visual or system quality. The game runs on the Unity engine, which is not designed for large-scale PvPvE projects. The decision to build a multiplayer shooter on this engine was a fundamental mistake. The result is a set of chronic problems that have been present since release.

Old problems are not solved, but new ones appear. For example, it is impossible to crawl under the pipes. (Battlestate Games)
Old problems are not solved, but new ones appear. For example, it is impossible to crawl under the pipes. (Battlestate Games)

Version 1.0 was released without a detailed list of fixes, which created 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 problems with client synchronization with servers, delayed transmission/loss of data packets, and incorrect hit registration.

The weakness of the servers also manifested itself when the Steam version was launched. It was impossible to create an account or log into an existing one. And owners of copies from the official website faced the typical problem of a major patch release: problems with downloading, high ping even on the closest servers, and constant crashes during the raid. This has already become a common situation for a patch.

Launcher status at release (Battlestate Games)
Launcher status at release (Battlestate Games)

Another problem is sound. Despite the high-quality music in the main menu by composer Geneburn, the sounds in the game itself create many problems. Given the rich history of how the developers argued with Valve over their refusal to provide a discount for Steam Audio and searched for free analogues, the sound was never fixed. This distorts perception in the raid and makes it an unreliable tool for developing combat tactics.

There is a feeling that the developers are not at all interested in optimizing the project. Performance is unstable on any hardware: the game can create a critical load on the processor, not use the video card to its full capacity, and display a blue screen of death in ordinary situations for the hardware. The graphics cannot boast of quality and are inferior to most modern projects. For all 8 years of beta testing, the developers have announced plans to fix the accumulated problems. However, actual maintenance is still in the announcement stage.

A similar situation is observed with regard to anti-cheat: the absence of protection at the kernel level makes the game vulnerable to radars, memory reading tools, and other types of cheats that are actively used in the community. For almost the entire development period, the project used a free version of BattlEye. It provided the most superficial protection at the application level. Only recently have developers begun to implement their own developments. However, this system also works at the same level - all the efforts of the developers today feel like an imitation of vigorous activity.

The problem is exacerbated by the punishment policy. For cheating in Tarkov, only game accounts are banned, not IP addresses and the hardware from which access is made. This means that a blocked user can immediately return to the game by buying a new copy. For a cheater who sells services or loot, such punishment is not a threat: the investment pays off 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 brought a lot to the game and it now plays differently than before." But this "a lot" is different each time, which causes players' reactions to range from divine praise of Nikita Buyanov and Battlestate Games to demands to return the money.»
IXBT Games — Review of update 0.15 for Escape From Tarkov

The release feels like a regular content update, not the project's exit from a protracted beta test. The main change in version 1.0 was the long-awaited appearance of a storyline with several endings, story-isolated locations, and a visual update of traders.

Battlestate Games
Battlestate Games

Fans of the series knew the backstory of Tarkov 10 years ago. We play as a mercenary of one of two opposing private military companies: United Security (USEC) and Battle Encounter Assault Regiment (BEAR). The former protect their client, the pharmaceutical company Terra Group, while the latter represent the interests of the Government of the Russian Federation and investigate the crimes of this corporation. This conflict has already been shown in previous games of the franchise: Contract Wars and Hired Ops. In Escape from Tarkov, this war has reached its climax. The city turned out to be completely cordoned off, the survivors either evacuated or joined the bandits. And the activities of the two PMCs in the region became underground. And therefore, your priority mission is to escape from Tarkov.

In terms of gameplay, it is implemented as a separate chain of tasks, for the completion of which you will not receive rewards. On the other hand, they change the entire approach to studying the game. In the release version, you can no longer freely choose a location for a sortie. You also do not have access to most of the traders previously available in the beta. To open all locations and traders, you will have to complete the introductory story task, after which new story quests and stories will gradually open up to you.

Another innovation is the updated traders. They were all given 3D models with full voice acting. Despite such a content improvement, the quality of the models raises questions: many elements look as if 2D art was digitized by a neural network. Animations and facial expressions are minimal, and interaction with characters is limited to a couple of repetitive actions: some count money, others greedily paw a suitcase, and still others simply wave their hands. Also, new story characters appeared in the release version, but they don’t bring anything specific to the game other than assignments.

Battlestate Games
Battlestate Games

The release added two specially prepared locations. The training level at the Epicenter is a location with a linear scenario that introduces the player to the basic mechanics. Terminal is the final story location. Access to it is only opened after completing the main chains. This is a dangerous zone with strong opponents, but without other players. That is, you will be completely focused on passing through the last frontier.

The most noticeable change concerns the "Interchange" map. On the outside, the fences were demolished and several new bandit camps were made, where you can also find valuable loot. And in the shopping center, a couple of walls were broken through, which creates a number of new maneuvers in the raid. Other maps received minor updates to textures and interiors. For example, in the Forest, one of the huts was redesigned to match the location associated with the Sectants faction. Several rooms were also added for story quests. They do not affect the structure of raids and do not change the balance of maps, but there is also something to profit from there.

Of the innovations in weapons, it can be noted that Nikita Buyanov decided to present three imbalanced weapons at once: an AR-15-based assault rifle, but using domestic 5.45 cartridges, the fourth generation of modifications of the "AS Val" and the MXLR lever-action rifle. The latter especially attracted the attention of lovers of quests for killing from bolt-action rifles, because it was in this category that the developers entered this weapon.

Battlestate Games
Battlestate Games

Personal Oppression Mode

The gameplay of Escape from Tarkov is built on constant sorties. Each raid is a journey where the player tries to obtain resources or complete tasks, after which he leaves the location through available exits. Everything is given a limited amount of time, and if you do not have time to exit before the timer expires or die, then all inventory will be lost. The basis of the game was formed in earlier versions and has remained practically unchanged. The key change in the risk factor was the insurance mechanic. In case of death, the game can return your lost equipment. The only conditions are payment for the service from the trader and the hope that no one will take the insured item from your corpse.

In addition to collecting and the plot, you will be doing side quests. They are the foundation of the entire development system, but their structure is monotonous and consists of primitive tasks: searching for items, delivering trophies, destroying opponents under certain conditions, and visiting points on the map. But as a reward, you will receive very valuable rewards: from the rarest resources for the shelter to the appearance of premium weapons and body armor in the store.

Battlestate Games
Battlestate Games

Tarkov also has daily and weekly challenges, but they cannot boast of usefulness. The tasks in them are always random and may require inadequate goals. At the same time, the reward for such quests is also selected randomly. In one case, you may be given a good rifle for two 2 successful raids, and in another, a couple of collectible figurines for killing a dozen PMC fighters.

The main opponent in the raid will be bots with different types of weapons, health, and equipment. But the behavior of all bots is built on a single algorithm, where only the values in their behavior differ. The basic group of opponents are the Savages, and their logic is built on the simplest triggers: they act slowly, often spend time on voice lines, rarely use cover, have low accuracy, and are armed with low-quality weapons. A more complex type of opponents are raiders and renegades. They react better to your presence, shoot more accurately, and have more valuable weapons.

At the top of this chain are the Bosses of Tarkov. Many of them have the rarest and most powerful weapons, and are also surrounded by a retinue. And if the bodyguards have similar behavior algorithms as the raiders, then the behavior of most bosses is unique. For example, Tagilla prefers to kill players with a sledgehammer. Sanitar, noticing an enemy, will begin to inject himself with stimulants. And Kollontai has a special aura that breaks the weapons of players nearby.

Battlestate Games
Battlestate Games

Another game feature of Tarkov is its interface. It is deliberately devoid of auxiliary tools. The game does not have a map, task markers, ally indicator, display of the number of cartridges, and other standard interface elements. This complicates access to information, but EFT veterans have long learned to adapt in such conditions. Others simply use third-party sites with maps and guides.

Another significant mechanic is the progression system. It is built from three branches. The first is relationships with traders. The level of loyalty determines the range of goods: weapons, attachments, armor, medicines, and other important tools. The growth of loyalty depends on completing quests, the total volume of trade, and the account level.

The second is leveling up personal skills. They grow from repetitive actions: moving, jumping, shooting, handling weapons, using medical equipment, interacting with inventory, and other operations.

The third is the development of the shelter. Your lair provides passive bonuses to regeneration, the ability to produce items, and access to auxiliary functions, such as accelerated skill leveling and reduced temporary penalties. Improving modules requires particularly rare items and huge cash infusions, and progress is hampered by dependence on the level of traders and character skills. And if in the beta test the arrangement of the shelter was an option, then on release it plays a big role in getting the very best ending.

Battlestate Games
Battlestate Games

If you are haunted by a series of failures on a PMC fighter or there is a desire to simply search for loot without special risks, then you can play as a Savage. Its role is to provide the player with the opportunity to enter the raid with free equipment and safely replenish resources, without the threat of losing personal property. Any loot taken out of the raid for the Savage will be transferred to the main PMC stash. However, the raid for the Savage differs from the usual raid.

The player enters the map not at the beginning of the match, but after a certain time. As a result, the situation in the raid has already developed. Some have already left, others have been killed, and still others are sitting at points of interest. The same can be said about loot: most containers may be emptied by other players. On the other hand, a savage player can peacefully interact with savage bots. They can be given commands and they work great as bait. But if you show aggression towards them, you will get the status of a Traitor. This is punishable not only by return fire, but also by a drop in reputation with the Buyer - the trader and leader of the Savages.

Endgame content in Tarkov is a stage where you reach the highest level, establish the maximum level of loyalty with traders, and close all quest chains. At this stage, the need for constant extraction of basic resources disappears, and financial problems are solved through passive income from the shelter. The gameplay shifts from survival and accumulation to the idea of "Entertain Yourself": you set yourself challenges, fool around in raids, or complete those remaining tasks that do not affect the plot or leveling. For example, you kill Killa 50 times. And as a reward, you will only be given Adidas tracksuits.

The only way to retain the audience is Prestige. It allows you to reset the character level and quest chains, while saving a couple of items from the stash. Such a reset of progress does not affect future leveling: you will not increase the size of the stash, you will not be given an increase to the experience gained. Prestige only gives cosmetic bonuses: gestures, clothes, etc.

Battlestate Games
Battlestate Games

Combat Simulator in Tabular Conditions

Combat clashes are built on ballistics, taking into account the penetrating power of cartridges and the quality of protection. The effectiveness of weapons is determined not only by basic characteristics, but also by the quality of modifications. Weapon customization is one of the most developed systems. Each weapon can be disassembled into separate components, and changing each module affects recoil, ergonomics, accuracy, and other weapon characteristics. However, a rich set of attachments does not contribute to the appearance of various variations of the same weapon. Most of the available parts are indistinguishable in characteristics and are used quite rarely. And players strive for optimal builds with minimal recoil and high ergonomics.

Battlestate Games
Battlestate Games

You can protect yourself from hits with body armor and helmets. Each has its own margin of safety and protection class, which determines the ability to absorb damage from a specific ammunition. The basis of the protection work is to compare the armor penetration of the bullet and the protection class of the armor or helmet. But armor protects only those areas of the body specified in the description of a particular product. Most models cover the chest and abdomen. Some cover the shoulders and arms, but the protection class of the arms never exceeds the third. And the damage inflicted on an uncovered area completely ignores the body armor.

Helmets work on similar principles, but have significantly less efficiency. Ordinary helmets do not cover the entire head, but only the forehead, crown, and back of the head. The side sectors often remain open, and a hit in them leads to instant death. Models of helmets with a visor are provided to protect the face. But they can worsen the view. If the key principle of armor plates lies in absorbing the damage received, then the basis of helmet protection is the chance of a ricochet. Depending on the material, the helmet can protect even from the most armor-piercing caliber.

An additional element of equipment, closely related to the use of helmets, is headphones. They change the sound perception of the environment, amplifying quiet sounds and muffling loud ones, which allows you to determine the location of the enemy by sound. However, the operation of headphones is not fully integrated with the helmet system. Some models are compatible with headphones, others completely block their use. But even with them, the problem of incorrect sound reproduction remains in force: even in expensive headphones, the sounds of shots can be too muffled when you are standing next to the shooter, and vice versa!

Battlestate Games
Battlestate Games

Another basic mechanic of combat is health. Its supply is formed by a fragmented principle - it is divided by limbs. If you empty the health of the legs, arms, or abdomen, then all subsequent damage will go to healthy parts of the body. And emptying the health of the head and chest means instant death. The set of medicines includes a large number of means of treatment, stopping bleeding, and restoring limbs.

As a result, the community has formed three working tactics of combat. The most common is shooting exclusively at the head, since this guarantees instant killing regardless of the level of armor and the state of health of the target. With this model, the risk of a miss is compensated by the high speed of neutralizing the enemy and saving ammunition. Another common strategy is to use the most armor-piercing cartridges. With them, you can shoot at any part of the body without wasting time on accurate aiming and leveling the risk of the target surviving after a fired magazine. A separate practice remains shooting at the legs and arms. It is based on the principle of the absence of limb protection. They can be easily destroyed even with weak cartridges, after which all damage will be dissipated into the chest and head. It is for this tactic that it is customary to use expansive bullets.

You Stink of Weakness!

One of the problems of Escape from Tarkov is the heterogeneity of its audience. It is divided into several isolated groups that perceive the project in their own way and enter into constant conflict with each other.

One of the popular castes are fans of the PvE mode in Tarkov. Some play using the SPT-AKI and Project FIKA mod. Others pay extra to developers for access to single-player mode. It was created as an alternative format for those who do not want to face the troubles of PvP and who are tired of cheaters. In PvE, there is no direct confrontation with other players, and the basis of battles is made up of enhanced PMC bots that use behavior adapted for cooperative play. They have different accuracy, reaction speed, and increased aggression. For supporters of PvP, this mode seems to be a distortion of the idea of Tarkov.

Additional separation was reinforced by the appearance of Escape from Tarkov: Arena. It was promoted as a cybersport platform and a full-fledged standalone game that was supposed to bring Tarkov to the competitive niche. Expectations were formed around the idea of fast, structured, and balanced shooting in closed arenas with carefully selected rules. However, the project could not live up to expectations, it was reworked many times, and in the process of repair, it lost all the potential of cybersport.

The ability to receive loot boxes and transfer resources to the main Tarkov mode turned it into a tool for safe accumulation of currency and items. The only sustainable motivation for most players was the quest for the protected Theta case, which provides ten slots. It gives a tangible advantage, since it expands the possibilities of carrying particularly valuable items. Owners of premium editions will not feel the changes, but players with basic editions will get a big advantage.

Battlestate Games
Battlestate Games

The problems of premium editions exacerbate the conflict between groups of players. An expanded stash, additional starting equipment, and other advantages create a structure close to Pay-to-Win. Formally, the developers avoid direct influence of donation on the combat balance, however, an increased supply of money, armor-piercing cartridges, and cases for storing junk and weapons actually reinforce this inequality. Over the past year, a sharply negative attitude has formed in the community towards owners of The Unheard Edition, who spent 11,000 rubles. And they are despised not only for the desire to make the game easier for themselves, but also for the fact that they "sponsor" a bad project.

Another feature of the EFT community lies in the difference in approach to PvP. Some can play exclusively alone. Others are afraid to go out without a full squad. Some can only go out with a pistol, while others in expensive equipment. But Tarkov does not have player selection algorithms. In one raid, there can be both a poor newbie and a full squad armed with elite builds. This leads to sad scenarios and forms in the head of a newbie the desire to request a refund.

But instead of solving this problem, the developers are engaged in maintaining artificial interest in the game on streaming platforms. Last week, a promotional campaign on the Twitch platform ended on the occasion of the game's release. During it, players were given the opportunity to receive loot boxes with valuable resources. These gifts were supposed to save newcomers from impoverishment, but in fact we got a picture where experienced players quickly sold the contents of the loot boxes and left only what was useful for completing tasks.

Battlestate Games
Battlestate Games

How to Play Correctly

The concept of "hardcore" in Escape from Tarkov was initially positioned as a unique advantage of the game. However, over time, it lost its practical value and turned into a source of slowing down progress. Players have to go through the game with the help of third-party services and "gray" practices.

Most rely on video card plugins, equalizers, and filters to improve the quality of sound and image perception. In-game settings are not able to provide the necessary readability of graphics and sound accuracy. Thanks to third-party programs, players can muffle almost all sounds except the quietest ones, and also see in the dark without using NVGs.

Battlestate Games
Battlestate Games

The second element is the large-scale work of the community. Gamers regularly make and update detailed guides, location maps, tables on armor and penetration. This information replaces the missing in-game explanations and keeps players in the project for a longer period.

No less indicative was the practice of creating casual communities engaged in "acting" for the sake of completing PvP tasks. Since quests require the destruction of players under certain conditions, and player selection works very slowly, participants coordinate the start time of the search and agree on meetings at specific points. And in such conditions, one sacrifices his life for the sake of completing the task of his clan member.

But if a person does not have any connections so that someone can help him with tasks, then he can always contact third-party services. Services for completing quests, selling equipment and resources for real money have become part of the Tarkov economy. Hardcore has created an incredible demand for such services, and the lack of effective control mechanisms allows them to exist without serious risks.

Battlestate Games
Battlestate Games

The final point of abandoning hardcore is the departure of players to the "dark side" - the use of cheats. Due to the lack of high-quality anti-cheat, weak technical protection, and a soft system of punishment for cheating, such tools quickly pay off if the user starts helping other players or selling items.

As a result, all the hardcore on which the image of Escape from Tarkov was built ceased to function as a conscious design choice. The developers still do not want to admit the fact that realism is of interest to only a single percentage of the audience. And even those for the sake of such sensations will prefer other types of leisure activities that have nothing to do with computer games.

Diagnosis

The release of Escape from Tarkov does not correspond to the usual understanding of a full-fledged game release. We continue to play a raw beta version: with unstable servers, unbalanced PvP and PvE, strange progression, total hatred for newcomers, and unwillingness to fight cheaters. The only development is observed in filling the game with content, but most of it remains garbage.

Although Tarkov remains attractive to a certain audience, it does not offer the unique gaming experience declared at the start of development. All realism boils down to primitive mathematical equations and the theory of probability. In firefights, the type of ammunition is important, and hits to the head are determined by the ability of the servers to register a specific shot.

All the difficulty is tied to the technical state of the "stillborn" extraction shooter and attempts to revive this long-rotted corpse. Better try ARC Raiders or Arena Breakout: Infinite - in the first you will understand the whole basis of the genre, and in the second you will realize all the features of realism without spending a penny, unless you want to.

Escape from Tarkov

Escape from Tarkov

Шутер Шутер от первого лица Экстракшн
2025 г.
To game page
Daniil Shepard
05 Dec 2025 16:07