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Review - Arknights: Endfield Beta Test II

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Arknights: Endfield in Beta Test II shows strength in combat, but still needs to adjust its pacing.

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translated by Meline Hoch

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revised by Romeu

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Arknights: Endfield’s Beta Test II (Official Page)link outside website makes it clear that the game is practically ready for release in 2026 and is no longer just a test. What appears here is an ambitious 3D action RPG, large in scope and with much more cohesive systems than in the first Beta test. It's not a small project trying to "see what happens." Developed by GRYPHLINE, which is also responsible for the mobile version of Arknights, Endfield presents itself as a game that knows what it wants to be, even while still carrying some issues that need adjustment before release.

The overall impression is of a title that has found its identity mainly in combat, while still stumbling in how it distributes content, story, and pacing throughout the experience. Let's share our impressions of the game based on what we saw in this Beta test, and if you have any questions, leave a comment.

Combat is the Main Course

From the start, it's clear that the game's focus is on combat. The combat system is the main feature of Endfield, and everything around it seems to exist to support it. The big difference compared to other action gacha RPGslink outside website is that all four characters on the team are active on the battlefield at the same time. It's not just character switching, Genshin Impactlink outside website style. Everyone participates, attacks, reacts, and can be activated at any moment. This entirely changes the dynamics of the fights.

This design decision transforms combat from mere fighting into management. Abilities utilize a shared resource across the entire team, forcing the player to think before pressing any button. Spending a powerful skill on one character means sacrificing another important action immediately afterward. In more difficult fights, this choice truly weighs heavily and creates constant tension, something many games in the genre struggle to sustain for long.

Another aspect that has evolved significantly is the stagger system. Enemies now have specific bars and points that, when broken, create vulnerabilities. This gives combat a more measured and less chaotic rhythm. It's not just about hitting until the enemy falls. There's a flow. First weaken, then attack. When this system works well, fights become better and less reliant on raw damage.

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Dodge has also received important adjustments. It's now possible to dodge twice in a row, with a small recovery window. This makes combat more fluid and less punishing, especially against more aggressive enemies. Still, there are moments when reading attacks becomes confusing. Too many visual effects, similar colors, and too much information on the screen can hinder the perception of what is an enemy attack and what is an ability effect. The system works, but it still needs more clarity.

Even with these flaws, the overall feeling of the fights is positive. The blows have weight, the animations are convincing, and the special abilities really change the course of the confrontations. The use of a controller further reinforces this feeling of impact, making combat more comfortable and natural.

Despite this, there’s a clear limitation outside the use of abilities. The basic attack is simple and doesn't offer much variety. There isn't a great practical difference between types of manual attacks, nor greater depth in combos controlled directly by the player. This doesn't make the combat bad, but it causes smaller fights, between bosses and important moments, to become repetitive over time.

The game truly shines when it demands situational awareness, intelligent use of skills, stagger control, and coordination between characters. When these layers aren't required, the combat loses some of its initial impact.

Characters and Classes

The variety of characters helps to mitigate this. With 24 Operators available in Beta II, there are very different playstyles. Classes like Guard, Striker, Caster, Defender, Vanguard, and Supporter aren't just names. They directly influence how the team behaves on the field. Some characters focus on constant damage, others on punctual bursts, others on control, healing, or resource generation.

Endfield makes it clear that it's not a game to pick four strong characters and start mashing buttons. Team composition matters, a lot. Characters that work well alone don't always shine together. Teams with synergy, however, can better handle difficult enemies, even without absurd numbers.

Ultimate abilities reinforce this idea. They aren't just for dealing high damage. Some heal, others control the field, and others create attack opportunities. At various points, using an ultimate at the right time makes more of a difference than any continuous attack. This gives the game a more strategic side, which stands out in the genre.

Outside of combat, one of the most prominent systems is the AIC Factory. It's not a small optional detail, but an important pillar of progression. Resource production, automation, routes, expansion, and integration with regional development are all part of the game's cycle. In Beta II, this system seems more accessible, with ready-made models and tools that reduce initial complexity.

Even so, it's impossible to ignore that this type of mechanic won't appeal to everyone. Players who dislike management and automation may see the factory as an obligation, not as fun. The game tries to soften this but doesn't hide the fact that the factory is a central part of the experience. Those who completely reject this system probably won't fully enjoy Endfield.

On the other hand, for those who enjoy this type of more planned progression, the factory adds a different layer to the RPG. It creates a sense of constant growth, not only of the character but also of the structure that supports the entire operation in Talos II.

Exploring the World

Exploration also received special attention in Beta II. The new region, Wuling City, stands out visually. The mix of traditional Chinese architecture with industrial science fiction elements gives the setting its own identity and avoids the generic common look seen in many RPGs of the genre. Walking through the city gives the feeling of being in a thoughtfully designed environment, not just a place put together to fill a quota.

The game also facilitates exploration with tools that reduce frustration. Chest detectors, team guidance, shortcuts, and mobility options help the player progress without wasting too much time wandering aimlessly. This favors shorter and more productive sessions, something important in a game that clearly wants to be played for long periods.

Slow pace

Where Endfield stumbles most is in its narrative pacing. The game has a lot of dialogue, many cutscenes, and long stretches where the player only observes. Especially in the initial hours, it feels like you spend more time watching than playing. Even with an interesting universe rich in lore, the way the story is delivered ends up being tiring.

This pacing problem isn’t small. At various points, the desire to return to combat or simply regain control of the character is clear. The story exists; it's important, but the way it's distributed breaks the flow of the game. This may alienate players who seek constant action and more direct progression.

It's unclear whether this excess is concentrated only at the beginning due to tutorials or if it's a structural problem that will accompany the entire game. In any case, it's one of the points that most needs attention before release.

Conclusion

The Beta Test II of Arknights: Endfield gives the impression of a game that already has very solid foundations. Team combat is its greatest asset, offering something truly different within the genre. The variety of characters, the stagger system, and the strategic use of abilities and ultimates create engaging and satisfying fights when the game demands all of this from the player.

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At the same time, the game still needs to adjust its pacing outside of combat. Excessive passive narration, potential visual readability issues, and repetition in minor encounters are issues that cannot be ignored.

Endfield doesn't seem like an insecure or directionless project. On the contrary, it already shows personality and ambition. Now, the challenge is to better balance its systems and deliver this experience more fluidly over dozens of hours. If it manages to do that, it has everything it needs to truly stand out in the action gacha RPG scene.