The sense I get is that Highguard wants to make a smoothie of the most dominant competitive games' best ingredients—the role-based teamplay and tide-turning ultimate ability spew of a MOBA, the frantic scavenging of a battle royale, the wall-breaching tactics of Rainbow Six, and so on. I found myself wishing that Highguard would have identified its own most fun bits rather than the fun bits of other games I can already play—riding around on the horse, fighting over the Shieldbreaker, and crashing through walls—and built its ruleset to make those things happen as often as possible (I reckon a dedicated CTF mode in Highguard would slap). The traditional MOBA is a great example of this; the fun part is getting gold for powerful items, destroying buildings and killing enemy players, and everything you do in a match of Deadlock or League of Legends funnels you organically toward those goals.
Author: wesley@pcgamer.com (Wes Fenlon) , Wes Fenlon
Published at: 2026-01-28 22:05:58
Still want to read the full version? Full article