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.

Crimson Desert and Fable: The Danger of Hype

If you’re a fan of action/role-playing games, chances are that Crimson Desert and Fable are on your watchlist for 2026. Both games are due out this year, and after recent glimpses at gameplay, interviews with the developers, and new trailers, I think it’s fair to say that the hype trains are boarding – if they haven’t already left the station! And it’s great to get excited about an upcoming title, especially given the state of the world and how important gaming can be as an escape from that. I don’t write pieces like this to rain on someone’s parade, so if you’re excited and want to stay excited… well, you do you, friend.

But hype isn’t always a positive thing, especially when it gets out-of-control. And uncontrolled hype for a new title can often lead to disappointment. Sometimes that disappointment is well-deserved and inevitable; I doubt anyone would’ve enjoyed games like MindsEye or Fallout 76 at launch, even if they hadn’t been hyped up beforehand. But in some cases, excessive hype – and the inability of marketing teams to know how to use it appropriately and when to rein it in – can mean a game fails to find its niche, or that audiences end up crashing down to earth hard when the “once-in-a-lifetime, genre-busting experience” they’d built up in their heads doesn’t pan out on screen.

Promo screenshot for Fable 2026.
We’ve recently seen new gameplay for the upcoming Fable.

Two of the biggest examples of this, from my own experience, would be No Man’s Sky and – ironically, considering one of the games we’re discussing today – the original Fable from 2004.

This is a profoundly “hot take,” and I appreciate that, but for me, No Man’s Sky in 2016 was a perfectly fun little game. You had a spaceship to fly around in, you could mine for resources, explore the galaxy, meet some weird-looking alien critters… and that was that. The disappointment players felt didn’t come because the game was broken or *bad* in its own right – it came because it was over-hyped. The game had been marketed dishonestly, with promised features not being as advertised, and players had built up impossible expectations for the title based on that. There was no way No Man’s Sky at launch could’ve been anything other than a disappointment.

And I felt the same way in 2004 when I got my hands on Fable. I’d enjoyed Morrowind a couple of years earlier, and the marketing material for Fable seemed to be promising an even more in-depth and personalised adventure. The idea of growing your character from childhood to adulthood, and moulding them through the weapons you used, the decisions you took, and so on… it sounded too good to be true. And it was. Fable turned out to be far more basic and linear than its pre-release hype would’ve had me believe.

Still frame from the E3 2004 trailer for Fable.
I felt 2004’s Fable was a bit of a let-down compared to the hype.

It’s funny, in a strange kind of way, to be observing the hype as it builds for the new Fable, some twenty-two years later, and wondering if a new generation of players is about to make the same mistake as I did! The way I felt about the original Fable is definitely a big reason for my remaining sceptical about its reboot all these years on, but I’ve also been burned more recently by out-of-control hype and dishonest promises. Fable is being published by Xbox, and you know what other big Xbox-owned action/RPG was overhyped just a couple of years ago? Starfield. Remember “walk on, brave explorer,” and all of the other nonsense that came out of that game’s marketing push? I feel echoes of that with Fable, I’m afraid.

And then there’s Crimson Desert. Unlike Fable, which has a strange kind of double track record when it comes to excessive hype and dishonest marketing, publishers and developers Pearl Abyss have a pretty solid reputation thanks to their title Black Desert Online. But I can definitely feel the hype train for Crimson Desert picking up steam, and again, it isn’t difficult to find reasons to be sceptical based on what I’ve seen so far.

Promo image for Crimson Desert showing Cliff sitting on a rock.
Crimson Desert is due for release in just a couple of months.

Any game that promises to be bigger, more detailed, and with more systems and mechanics than previous titles deserves to be looked at with a critical eye. And Crimson Desert is firmly in that space. The game promises hundreds of NPCs on screen at once, a combat system which will include complex multi-button combos, immersive medieval cities, mini-games like fishing and hunting, some kind of crafting mechanic, ridable mounts, including horses and dragons, and a bigger open world than Skyrim and Red Dead Redemption II. That’s *a lot* for a single game to cram in – and it’s all built on a new, proprietary engine that we’ve never seen before.

If Fable reminded me of the likes of Starfield or MindsEye, Crimson Desert is giving me a Cyberpunk 2077 or No Man’s Sky kind of vibe. No Man’s Sky simply couldn’t deliver on all of its promised systems and mechanics at launch – with some being almost entirely absent when compared to claims made about the game before release. And Cyberpunk 2077, at launch, was broken, sure – but a more egregious issue was hiding under the surface: it may have had a fun and immersive world, but gameplay was really nothing special. Both titles promised to be genre-redefining epics… but both took literal *years* of additional work and updates before they came close to reaching that bar.

Screenshot of Cyberpunk 2077 showing a combat encounter.
It took a while for Cyberpunk 2077 to even be playable, let alone live up to the hype.

I guess what I’m saying is simply this: try not to get over-excited. Do both of these games look like fun? Sure. And do I hope that they’ll live up to – or even exceed – the high bar that’s being set? Of course! I’m always going to want to play incredible games. But at the same time, if I can resist getting swept along by the hype, I stand less chance of being disappointed if one or both of these games doesn’t turn out to be as exceptional as promised.

When I think back to my experiences of Starfield and No Man’s Sky, they couldn’t be more different. I was dimly aware of No Man’s Sky, but I hadn’t been following along with the online conversation or much of the marketing, so when I tried the game for myself, I felt it was fine for what it was. I had fun hopping between planets in my spaceship, mining for a few resources, and exploring. But when Starfield launched, I felt myself hit the wall. The game felt… small. The world-building didn’t keep me engaged. And so much of it just felt outdated, even when compared to titles from several years earlier.

Promotional screenshot of Fable 2026 showing a combat event.
A combat encounter in Fable.

For me, this encapsulates the danger of hype. If I’d gone into No Man’s Sky expecting it to break boundaries and redefine what a video game could even be… I’d have been disappointed. Because it wasn’t that – and it still isn’t, really. It’s a space game. A fun space game, especially now after receiving years’ worth of free updates. But it’s still just a space game. In contrast, if I’d deliberately shut out the hype for Starfield and tried to approach the game without expectations… maybe I’d have had a better time with it. Maybe Todd Howard and his marketing department managed to talk their way out of a successful launch and better reviews.

I used to work in video games marketing, and it was my job to paint even the worst games in the best possible light. It isn’t hard to spin even the most mundane and boring features as “revolutionary,” or to present a bland, uninspired title as the next big thing. And nowadays, with A.I. tools worming their way into marketing departments? It’s easier than ever to put together something completely unrepresentative of the finished product, feeding into the hype around a title.

Promo screenshot for Crimson Desert showing a boss battle.
A boss battle in Crimson Desert.

There’s a line that publishers have to walk between leaning into hype and reining it in. It’s great when people are talking about your game organically; when there’s a natural level of excitement that you don’t even have to pay for! But the risk can be extreme; if you don’t find a way to talk players down from building a game up to be something it’s not… that’s going to translate into lower review scores and perhaps even refunds when the game inevitably can’t be what players expected and believed. Learning how and when to say “no” is one of the most important skills in games marketing – and it’s a lesson that even big studios, like Xbox and Bethesda, have repeatedly failed to learn.

I genuinely hope that Crimson Desert and Fable will be great games. I’m not sure if I’ll get around to playing either this year; I have other games in my backlog, and now that I no longer subscribe to Game Pass, I definitely won’t be trying Fable on day one. This isn’t meant to be negative – I’m not rooting for these games to fail! But when I see a hype train building like this, I think it’s important to say something. I can be guilty of getting over-hyped, too; I’m not perfect. Just check out my pre-launch Starfield coverage for proof of that! But it’s necessary, sometimes, to offer a reality check, especially when games seem to be promising things that seem borderline impossible.

It’s great to have something to feel excited about. Just… be careful. It’s possible that both of these games will be fantastic. But it’s still possible, I’m afraid, that they won’t live up to expectations for one reason or another.


Crimson Desert will launch in March 2026 for PC, PlayStation 5, and Xbox Series consoles. Fable will launch in Autumn 2026 for PC, PlayStation 5, and Xbox Series consoles. Crimson Desert is the copyright of Pearl Abyss. Fable is the copyright of Xbox Game Studios and Playground Games. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.