The Curious Case of Highguard

Highguard is the kind of game I’d never have been interested in. Online multiplayer shooters – even the best exemplars of their various sub-genres – just aren’t my thing, and never really have been. But the discussion around Highguard – the free-to-play hero shooter that launched just yesterday – has been inescapable over the last few weeks, and I wanted to share my thoughts. Because, despite my feelings (and my better judgement), I did actually fire up the game and play a few rounds.

Let’s start with the game itself. On launch day, Highguard had issues. I couldn’t get into matches half the time, and often when the game did work, I’d get disconnected before a round could actually begin. Not a great first impression! But, from what I can tell from the few rounds I managed to play, Highguard is about what I’d have expected from a free-to-play shooter. It’s graphically solid, the music and sound design is fine, and its core shooting mechanic feels… decent. Overall, I wouldn’t say anything about Highguard feels exceptional – not its mounts, not its guns, and not its level design. But I am admittedly not the target audience, and for people who are interested in a new free-to-play 3 vs. 3 shooter, I can see it holding some appeal.

Highguard was released yesterday.

At a mere 20 GB, Highguard wasn’t an excessive size to download. And being free, I didn’t mind booting it up to test it out – even if my main purpose for doing so was to have something to write about here on the website! I wouldn’t have wanted to pay money for a game like this… but I didn’t have to, so that worked out okay!

The truth is, though, that the intense backlash Highguard attracted after its reveal last month is a big part of why I wanted to try it out for myself, and why I felt compelled to share my thoughts.

I used to work in video games marketing a long time ago. And Highguard’s marketing campaign – if we can even call it that – is one of the strangest I’ve ever encountered. Because of my background, I really found the whole situation to be both fascinating and thoroughly bizarre, which is another big reason why I needed to comment on the situation.

Stock photo of people in a meeting room at an office.
I used to work in games marketing.
Stock photo: Unsplash.

If you’d offered me the chance – back when I worked in the industry – to have a game I was trying to promote shown off at the most-viewed moment of what has become the most important marketing event in the gaming calendar, I’d have jumped all over it. One of the issues a lot of games face, even if they’re backed up by a big publisher, is just getting their name out there and getting any amount of attention whatsoever. So the opportunity to be featured at the games industry’s equivalent of the Super Bowl halftime show… that’s something special.

And, according to reporting, Highguard was offered that spot for no extra cost.

Highguard’s developer/publisher, Wildlight Entertainment, paid for an advertisement at the Game Awards, as all studios do if they have a trailer they want to premiere. But it was the event’s organisers who chose to offer the game the highly-coveted “one more thing” slot; the final trailer of the night, which is usually the moment of maximum attention as the “Game of the Year” award is being handed out. If that’s true, and I believe it to be based on what I’ve read, then Wildlight’s marketing team must’ve felt they’d been given a real gift; a “golden ticket” to success.

Corporate logo for Wildlight Entertainment, developer/publisher of Highguard.
Highguard was developed and published by Wildlight Entertainment.

Unfortunately, it didn’t pan out that way.

Immediately after last year’s show ended, a pretty vitriolic hate campaign began against Highguard, and it must’ve taken the team – and the organisers of the Game Awards – by surprise. Wildlight went radio-silent after the trailer was broadcast, and made literally no further comments on the game until yesterday, when it officially launched.

That is *bizarre* in the extreme. The weeks and days leading up to a game’s launch are when a marketing team would usually be doing its most intense work; social media pushes, buying up ad slots targeting particular demographics, showing off as many of the core features of the game in as positive a light as possible… that’s the moment to do everything in your power to generate hype and to get people talking – *especially* if you’re launching a brand-new title in a new I.P.

Promo screenshot for Highguard (2026).
Wildlight went radio-silent after the Game Awards trailer blew up.

I can only assume that one of two things happened. Either the backlash to the Game Awards trailer was *so* intense that the team at Wildlight felt they needed a mental health break. And if that’s the case… fair enough. No shame in that. Or, as an alternate suggestion, perhaps someone at the company believed wholeheartedly in the “there’s no such thing as bad publicity” slogan, figuring that, as long as people were talking about Highguard – be that in a positive or negative way – it would translate into downloads, a big launch, and ultimately, sales of the game’s microtransactions.

In my time in games marketing, I was never in the latter camp!

There really is such a thing as bad publicity, I’m sorry to say, and the job Wildlight needed to focus on over the last month or so was steering the conversation in a more positive direction. They could’ve done that in a number of ways, but if I’d been advising them (or running the campaign), I’d have strongly advocated for grasping the nettle. Acknowledge the backlash, engage with the jokes and the memes, and use that as a springboard to turn the conversation around. Worst case? Your game still flops and you make a bit of a tit of yourself in the process. But in the best case, there was a possibility for Highguard’s team to have shown that they have a sense of humour about the whole situation, and that can, in turn, lead to positive engagements with what they must’ve hoped would become the game’s community of players.

Promo screenshot for Highguard (2026).
There were better ways to market this game, surely.

Very few companies can get away with dumping a trailer onto the internet for a new game and then saying… nothing. Prospective players have genuine questions that need to be addressed. Journalists and reviewers want to get their hands on the game early. People who started out critical have a chance to be converted. Ignoring all of that – even if it was for understandable reasons – left a vacuum in which Highguard’s critics were able to shout and scream unopposed. The conversation around the game started negatively… and then it got worse. Folks were proclaiming it a failure on the scale of 2024’s Concord.

By the way, I don’t believe in the tired argument that “you can’t judge something until you’ve played/watched it for yourself!” The whole point of marketing material – like a trailer – is to generate interest and excitement. If a trailer is poor, people are going to be turned off, and that’s a totally valid response. Folks clearly felt that Highguard looked generic and uninteresting based on the trailer they saw at the Game Awards, and that’s not their fault – that’s Wildlight’s fault for putting together a pretty bland and uninspired piece of marketing material.

Still from the Highguard launch trailer showing the character of Scarlet.
Scarlet, one of the playable characters.

But after that misstep, there was almost a month in which to course-correct. Re-doing whole chunks of the game is clearly off the table, but from a marketing standpoint, there absolutely were ways that Highguard’s team could’ve at least *tried* to regain control of the situation. I don’t know Wildlight’s situation, so I can’t speak to the kind of marketing budget they may have been working with, but a closed play-test of the game was offered to a number of influencers – and that kind of thing doesn’t come cheap. Inviting some of the more critical influencers, and trying to – for want of a better term – “wine and dine” them, while extolling the virtues of the game would have been a great idea.

And online, on social media, simply disappearing and going completely silent ceded the stage to the critics. Folks who felt the game was generic and bland had free rein to say so, with not even a scintilla of pushback from Wildlight. I can understand, on a personal level, why stepping into the social media fray, when toxicity is swirling like this, isn’t going to be hugely appealing or a lot of fun. But that’s the job, sometimes, isn’t it? You can’t always be blessed to work on universally beloved games that get absolutely zero criticism – and if you want to reframe the narrative, sometimes you have to demonstrate the ability to be self-deprecating and take things in good fun.

Still frame from the Highguard launch trailer showing a tagline.
The lack of a proper marketing campaign has, in my view, harmed the game’s reputation.

But hey, maybe Wildlight’s “say nothing” approach… kinda worked? I mean, I played the game. A game I would never have played were it not for the attention and the backlash! So maybe the way I’d have tried to handle the marketing is outdated in the days of TikTok and memes. Who knows! It’s been a hot minute since I worked in the industry, after all.

One final thing I wanted to comment on was the *scale* of the backlash that this game received.

There are bad games that release all the time. And there are bland, uninspired games, too. The whole point of media criticism is to point this out, and one thing I genuinely appreciate about social media (and the internet in general), is how media criticism has become democratised, with all kinds of people free to share their thoughts on… everything. Reviews are no longer limited to a handful of English and journalism majors from the top universities, and that is genuinely a positive thing. I say that as someone who runs a small website where media criticism is the name of the game. I’d never have got a job as a critic at a newspaper in decades past, so the very existence of my website is testament to the power of the internet to open up reviews and critiques to all kinds of different voices.

Still frame from the Highguard launch trailer showing a shotgun being fired.
Firing a gun in Highguard.

But the flip side to that is that not all criticism is of the same quality… or even relevant. Highguard suffered from a “pile-on” effect, where folks who wouldn’t have been interested in the game, or wouldn’t have cared about it one way or another, saw hate comment after hate comment on social media, and decided to join in. The snowball started rolling (if I can mix my metaphors), and Highguard quickly became one of the most-criticised and most-memed games of the last few months – all before it even launched.

And yes, there are valid reasons for some of the criticism. The game is, at best, an Overwatch clone; a free-to-play hero shooter in an already-saturated marketplace. Visually, it neither excels nor stands apart; nothing about the way the game looks – which is the main thing audiences take away from a trailer – gives it a strong visual identity. And, of course, previous “one more thing” trailers at the Game Awards have been for bigger titles, either in well-known I.P. or from established studios. Most have also been announcements or teases of *single-player* titles, too. So the choice of slot, which I’d have been overjoyed about if I’d been on the marketing team, may have contributed to the disappointment and ultimately the backlash.

Still frame from the Highguard launch trailer showing the game's logo.
The game’s logo.

But I admit that I was somewhat taken aback by the scale of the criticism – and how quickly some of it descended into hate, name-calling, and general toxicity. And I think some folks ought to take a look in the mirror. It’s totally okay not to like a game, or not to want to play an upcoming game based on its marketing material – but it’s not okay to be toxic, to send death threats to developers, or to cross the invisible line between a shared joke with friends and something more… sinister. Some of the conversation around Highguard did cross that line, and you don’t have to look far to see examples of that.

As to the game’s future… it’s hard to say. Highguard managed a creditable 97,000 concurrent players on Steam, according to tracking website SteamDB, which puts it light-years ahead of the likes of Concord. But it also saw a significant drop-off in those players basically immediately; time will tell how many of those initial players will stick around, especially if server and matchmaking issues persist.

Highguard's Steam DB stats in January 2026.
Highguard did solid numbers on launch day, at least on Steam.
Graph: SteamDB.info

For my part… I can say I’m glad I tried Highguard. But, as I could’ve told you ahead of time, it didn’t exactly convert me into a full-time multiplayer gamer! And to the teammates I was placed with during the rounds I played… sorry. You got stuck with an arthritic forty-something who basically never plays competitive games. I know I didn’t exactly excel or help us win!

So I know this has been an unusual subject for me. Online multiplayer titles aren’t my thing. But Highguard, with its rather odd marketing campaign and all of the backlash… it was a subject I felt that I needed to cover. Thanks for reading, and if you decide to check out Highguard, I genuinely hope you have a great time with the game. Just because it’s not my thing doesn’t mean it won’t find its niche.

Have fun out there… and happy gaming.


Highguard is out now for PC, PlayStation 5, and Xbox Series consoles. Highguard is the copyright of Wildlight Entertainment. Stats courtesy of SteamDB, and some promo art courtesy of IGDB. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.

Fate of the Old Republic: Thoughts and Concerns

A Star Wars-themed spoiler warning graphic.

Spoiler Warning: Beware minor spoilers for Star Wars: Knights of the Old Republic and Knights of the Old Republic II.

The so-called Game “Awards” was pretty shit, wasn’t it? I didn’t watch the actual broadcast, because if the organisers don’t actually care about their made-up trophies at this glorified marketing event, why should I? But I did check out the announcements and a few of the trailers after the fact, as I usually do, and there was one that caught my eye. As you probably guessed, it was Star Wars: Fate of the Old Republic.

I was huge Knights of the Old Republic fan during the original Xbox era, and I still consider both that game and its sequel to be among the best RPGs I’ve ever played – as well as two of the best pieces of Star Wars media, too. KotOR II left things open-ended more than twenty years ago, but the story was never continued. More recently, a remake of the first KotOR had been announced, but that project seems to have suffered from a difficult and troubled development process, with a publisher withdrawing, a development studio being kicked off the project, and no official word on it for a long time.

So Fate of the Old Republic’s announcement should be a time of joy! Right?

Still frame from the Star Wars: Fate of the Old Republic teaser showing the pilot's seat.
Star Wars: Fate of the Old Republic has been teased.

Well, let’s talk about that.

Truthfully, I’m not exactly blown away by this announcement. We didn’t actually see Fate of the Old Republic with our own eyes at the Game “Awards.” We saw a CGI trailer that told us next to nothing. That’s not unexpected for a game which is clearly at a very early stage in its development, but after being burned once by a cinematic KotOR remake trailer that hasn’t actually gone anywhere… well, there’s less to get excited about the second time around.

But if Fate of the Old Republic is, as has been reported, five-plus years away from its potential release window… I can’t be alone in thinking that its announcement has come too early, can I? Star Wars has been guilty of this before, not just with the aforementioned KotOR remake, but also with Eclipse – another single-player title we haven’t so much as glimpsed in over four years at this point. So… why announce this now? It wasn’t like Fate of the Old Republic was being leaked, and teasing fans with a nothing-burger cinematic clip five years or more ahead of release feels almost mean. I might not still be here (or still able to play games if my arthritis gets worse) come 2030.

Fate of the Old Republic still seems a long way off.

So far, I haven’t been able to find out what Fate of the Old Republic’s existence may or may not mean for the status of the KotOR remake and – potentially – a KotOR II remake that I’d want to see follow it up. Is the KotOR remake still happening? Or does this announcement mean that Disney, Lucasfilm, and their development/publishing partners are now going in a totally different direction? I wouldn’t expect the developers of Fate of the Old Republic to discuss that – but hopefully soon, someone from Disney, Lucasfilm, or Saber Interactive can clear things up.

I want a new KotOR game, don’t get me wrong. But having been excited about the remake – and having deliberately not played KotOR or KotOR II since the remake was announced – I don’t like the idea of losing that game. In an ideal world, I’d like to see both titles release: the KotOR remake first, then hopefully KotOR II, and finally Fate of the Old Republic. But it would be nice to get some clarity from the people involved whether the remake is still happening… because it seems odd to me to announce this new game if the remake is also going ahead. The KotOR remake, with the best will in the world, isn’t launching in 2026. So if that game would be 2027 or later, then it starts to butt up against Fate of the Old Republic if it might make a 2030 release. The timings of all these things leaves me scratching my head.

Still frame from the KotOR Remake teaser showing Revan.
What does this mean for the KotOR remake?

Then there’s the typical Star Wars “oversaturation.” Will people pick up the KotOR remake knowing that Fate of the Old Republic might be just a couple of years away? And if the KotOR remake does well, will that risk overshadowing Fate of the Old Republic, given how strong the game’s story is and the incredibly powerful impact of its big twist? It just feels like a totally unnecessary risk.

The ideal way to do this would’ve been to launch the KotOR remake, then get straight into remaking KotOR II using the same team and the same process. Only then would work on a new entry commence. But my biggest concern at this stage, really, is whether the KotOR remake is still happening at all. If I had to choose between a remake and a new game, I’m always gonna pick a new game! But having been teased with the idea of replaying one (or perhaps two) of my favourite RPGs of all-time… I’ll be a little disappointed if the promised remake now isn’t happening.

Still frame from the Star Wars: Fate of the Old Republic teaser showing the protagonist's eyes.
A mysterious character.

Much has been made of KotOR director Casey Hudson’s involvement in this project – and I’m definitely pleased to see him back in the director’s chair. Hudson – who also directed the fantastic Jade Empire and all three games in the original Mass Effect trilogy – is fantastic, so any game he’s involved with, even if it wasn’t Star Wars, would have attracted my attention! But can the same be said for any of his colleagues at the brand-new Arcanaut Studios?

Fate of the Old Republic will be Arcanaut’s first-ever video game. And it isn’t easy to build up a brand-new studio from scratch in the modern games industry. Building a studio around a talismanic figure from the past doesn’t always work – just ask Build A Rocket Boy and their failed game MindsEye. Even in the Star Wars franchise, such things don’t always work out – Amy Hennig’s Star Wars game ended up being cancelled before it even launched, and that was coming from an established studio with a track record. So… there are causes for concern, unfortunately. One big name, no matter how influential they may once have been or what their track record may look like, is not a guarantee of success on its own, and a game like Fate of the Old Republic feels like a massive project for a brand-new studio to be tasked with.

Splash page from the website of Star Wars: Fate of the Old Republic developer Arcanaut showing their logo and a graphic.
This will be Arcanaut Studios’ first game.

Finally, there was one phrase in Fate of the Old Republic’s marketing material that I didn’t like to see. The game is being described as a “spiritual successor” to Knights of the Old Republic. But a “spiritual successor” is not a true sequel, is it? So will this game pick up the stories of Revan and the Jedi Exile? Or will it be a brand-new thing that doesn’t continue their storylines at all? The studio’s website promises “new characters for an all-new story,” which sounds to me like they’re not planning to even touch on what happened to Revan and the Jedi Exile. And I would add that nothing in the Fate of the Old Republic trailer looked familiar – the character, the starship, the planet… none of it.

And that leaves me baffled, to be honest.

Why make a big deal of Casey Hudson’s involvement, name-drop KotOR so often, and even use the “of the Old Republic” branding in the game’s name if it’s gonna be a different thing altogether? It almost feels like it could be a bait-and-switch; using the KotOR name to entice fans of those games to show up for a new, unrelated project.

Still frame from the Star Wars: Fate of the Old Republic teaser showing the character entering a door.
Is this game going to connect back to KotOR in a big way? Or… at all?

I’m still hopeful that Fate of the Old Republic will be a solid and enjoyable game in its own right… when it’s ready in 2030 or beyond. And if I’m still here and still capable of writing and gaming, I’ll do my best to play it and review it right here on the website! But, for all the reasons discussed above, I’m not exactly “hyped” for this new game at this too-early stage, and I’m more concerned, in some ways, for what this announcement could mean for the KotOR remake that I’d been looking forward to.

So I realise this was a dump of negativity, and I apologise for that. But KotOR and KotOR II are still games I’m passionate about, and I’ve longed for a continuation for literally decades at this point. I’m not sure, based on what I’ve seen and read, whether Fate of the Old Republic will be that game. It certainly won’t be KotOR III. However, it could be a fantastic standalone title, and maybe there will be more connections to Revan and the Jedi Exile, even if those characters and their friends don’t end up forming a core part of the new story. In any case, I will check out Fate of the Old Republic when it’s ready, assuming I’m able to.

Stay tuned here on the website, because I’m currently writing up my thoughts on The Force Awakens ahead of its tenth anniversary. And later in the month, I’ll be handing out some of my own made-up statuettes and trophies to some of my favourite entertainment experiences of 2025! I hope you’ll join me for that. Until then… may the Force be with you, friends!


Star Wars: Fate of the Old Republic is in early development and may not launch for several years. Star Wars: Fate of the Old Republic is the copyright of Arcanaut Studios, Lucasfilm Games, and The Walt Disney Company. Star Wars: Knights of the Old Republic is the copyright of BioWare, Electronic Arts, Lucasfilm Games, and The Walt Disney Company. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.