Highguard, the free-to-play PvP raid shooter from Wildlight Entertainment, has launched on PC and consoles but is already encountering significant criticism from the gaming community. Despite reaching around 97,000 concurrent players on Steam shortly after release, the title has been met with a wave of mostly negative user reviews, leaving only approximately 32 percent of players rating the game positively. Many of the criticisms focus on the game’s map size in its current 3v3 format and issues with PC optimization, which have impacted performance for some players. The game, developed on Unreal Engine 5, faces challenges typical of newly launched live service titles, where initial reception can significantly influence community perception.
In response to criticism, Wildlight Entertainment CEO and founder Dusty Welch addressed concerns over the game’s TGA reveal trailer during an interview with PC Gamer. Welch acknowledged that the trailer did not adequately highlight the unique gameplay loop of Highguard and that the responsibility lay with the development team. He stated that while the trailer aimed to entertain, it failed to properly communicate the game’s features to the audience. Welch emphasized that the team is closely monitoring community feedback and remains committed to improving both presentation and gameplay experiences. He noted that the development team is resilient and motivated to address player concerns as part of ongoing updates and refinements.
The Steam community has highlighted several core gameplay issues contributing to the negative reception. Players frequently point out that the maps feel too large for the existing 3v3 format, suggesting that team sizes should be increased to at least 5v5 or even 10v10 to create more balanced encounters. Performance problems, particularly on PC, have also been a concern, with reports of inconsistent frame rates and optimization challenges that affect the smoothness of gameplay. While Highguard attracted attention due to its free-to-play model and a high number of early concurrent users, these technical and design concerns have dominated early discussions and review scores, signaling a difficult launch period for Wildlight Entertainment.
Despite the rocky start, Highguard is not without potential for recovery. Historically, live service games have been able to turn around initial reception through active updates, community engagement, and feature improvements. Analysts and players alike are watching how Wildlight responds to feedback, particularly in areas like map adjustments, performance optimization, and content updates. The studio’s willingness to take responsibility for early missteps, particularly regarding the TGA trailer, may help rebuild community trust over time. Future updates and patches will likely determine whether Highguard can establish a more positive long-term presence in the competitive multiplayer market.
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