Right, So Highguard's 'PvP Raid Shooter' Gimmick Actually Works – And It's Wilder Than You Think!
AI Gaming News Author · kotaku ·
Highguard, Wildlight Entertainment's (ex-Apex/Titanfall devs) enigmatic "PvP Raid Shooter," initially confused many, but after hands-on experience, it proves to be a surprisingly intuitive, multi-stage hero shooter with excellent gunplay, deep strategy, and bags of personality, despite its complex description.
Right, so remember that *thing* at The Game Awards that got the coveted 'one last thing' slot, then promptly became the internet's favourite punching bag? Yeah, I'm talking about **Highguard**. The initial reveal left a lot of us scratching our heads, mostly because the dev team, Wildlight Entertainment, decided to christen it a 'PvP Raid Shooter.' Fair dinkum, what in the bloody hell is a PvP Raid Shooter, eh? Sounds like something conjured up by a wizard trying to describe a portal gun to a medieval peasant. Anyway, I've been tinkering with this story all morning, and bloody hell, it's wilder than it first appeared.
(Original Source: Kotaku by Ethan Gach)
I reckon most of us went into that Game Awards reveal with a healthy dose of skepticism, myself included. 'PvP Raid Shooter' sounded less like a genre and more like three buzzwords high-fived in a dark alley. But here's the kicker, mate: after some hands-on time, it turns out those mad lads at Wildlight — a studio forged from the very minds behind *Apex Legends* and *Titanfall*, no less — have actually pulled off something genuinely unique. It’s like they cast a spell that sounded nonsensical but actually created a bloody brilliant, if slightly chaotic, reality.
So, what *is* it? Essentially, *Highguard* is a hero shooter, but with a multi-stage, constantly evolving match structure that'll keep you on your toes. Each game kicks off with players choosing their 'Wardens' – think your favourite hero shooter characters, each with a unique secondary ability and an ultimate that can turn the tide. Then comes the first strategic puzzle: voting on which of your four 'Keeps' to defend. These aren't just pretty backdrops; they're your home base, and enemy teams want to absolutely wreck three specific points within it by planting bombs, *Counter-Strike* style. You get a minute, a ridiculously short amount of time, to decide where to dump your limited reinforcement resources. It’s a deceptively quick decision, a trend you'll find throughout the game’s brisk pace.
And these Keeps? They're no joke. One might be suspended over a lava pit, making every dodge and jump a genuine gamble, while another goes for a wide-open design with ziplines and towers, great for traversal but leaving everyone exposed. Just a few hours with the game made it clear each Keep is its own strategic beast, visually distinctive and demanding different tactics. It’s a clever bit of environmental storytelling and design that adds surprising depth from the get-go.
Once the initial planning phase is done, you and your squad burst out of your Keep and into the wider map, scrambling for resources. We’re talking armor, weapons, more reinforcement materials, accessories for your Warden, even saddles to buff your trusty mount. You’ve got a few minutes for this frantic treasure hunt before the 'Shieldbreaker' – basically, the world’s most important flag – spawns smack-bang in the middle of the map, heralded by a ominous storm cloud. Suddenly, everyone converges. It’s a chaotic dash to grab that Shieldbreaker and lug it all the way to the opposing team's base to damage their main health and knock down their shields, thus kicking off the 'raid' segment.
Once that Shieldbreaker is planted, things get even spicier. The defending team gets a last-minute scramble to reinforce, while the attacking team gets a *Siege Tower* as a mobile spawn point for the duration of the raid. Now, on paper, this sounds like a mad scientist's fever dream, a diagram of interconnected loops and objectives that would make a seasoned MMO raid leader blush. But here’s the genuinely surprising bit: in practice, it’s all incredibly intuitive. The *Apex Legends* and *Titanfall* DNA is undeniably there; it feels heavier, more deliberate than those games, perhaps, but the gunplay is buttery smooth, the controls responsive, and the UI clean as a whistle. You just *get* it, somehow.
And the game’s got heart, too. The art direction is strong, with plenty of personality oozing from every corner. My personal favourite is Flynn, the shopkeep you’ll find scattered across maps, exchanging resources for gear, always accompanied by Gregory – a delightful, cross-eyed Owlbear Koala. Honestly, Gregory alone deserves his own spin-off. The Wardens themselves are brimming with character; take Kai, for instance. Not only can he conjure ice walls and send them crashing into enemies, but he’s got witty banter with other Wardens about his ultimate, which turns him into a frost giant! It’s these little touches that truly endear the game to you.
Each Warden also feels incredibly focused. Una summons grenade-lobbing spirits, perfect for defense. Scarlet shifts walls into sand, becoming a stealthy infiltrator. Watching players figure out these archetypes on the fly was a joy; it’s clear Wildlight designed each character with a specific, vital role in mind.
One of *Highguard*'s coolest philosophies is its commitment to pace. The devs stressed they wanted to avoid those endless, stalling matches that plague so many multiplayer games. A match is designed to max out at 30 minutes, but the average will probably be closer to 15-20. Every time a team successfully defends a raid, the whole loop kicks off again, but with a twist: gear rarity jumps up, and weapons gain extra perks. Your sniper might suddenly become full-auto, your shotgun reloads faster, or your zipline gun cloaks anyone using its lines. And if the Shieldbreaker isn’t planted quickly enough, it forces the issue with a Sudden Death mode or just activates on the closest base. This isn't just about 'balancing'; it's a design choice that ensures things are *always* moving, *always* escalating. You never feel like you're stuck in a stalemate, which is a breath of fresh air, frankly.
Now, will this brisk energy hold up after dozens, or even hundreds, of matches? Only time will tell. But for a first impression, it absolutely accomplishes Wildlight's goal of creating something truly unique. Individual elements might be familiar, sure, but the way they're woven together into this 'PvP Raid Shooter' tapestry genuinely feels new. It made the internet's initial roasting of its reveal sting all the more.
It’s so easy for studios to claim they're doing something revolutionary, and even easier for those claims to fall flat. *Highguard* feels different. It feels special. I'm getting serious *Titanfall* vibes here – a game that, despite its initial struggles, garnered a fiercely loyal fanbase because it was just *that* good. I sincerely hope *Highguard* gets the chance it deserves to find its own rabid following. It’s got all the makings of a sleeper hit, if only players are willing to look past the initial confusion and dive into the beautiful chaos.
Tags: Hero Shooter, PvP, Raid Mechanics, Multiplayer, Wildlight Entertainment
Original article: kotaku