Well here we go. The next big game that Geoff has been hyping up. The game that has left so many people confused, and expecting to be the next Concord in terms of failure.
I was one of those people who expected the game to be terrible. And after playing a few matches, all I can say is....Really?
I really wanted to give objective feedbacks for this game. But I don’t think there is more to be said. The best way I can describe is try to imagine all the elements that you can think of that made certain pvp games popular, thrown into a blender, have the mix clone itself, fucked the clone, and spawn a crime against nature.
That is what highguard is.
On a more detailed breakdown, The general flow of each match goes something like this:
The biggest issue that I have with the game is how the pace of the game collides with the map size. With ziplines, riding on mounts, and combat encounters that require quick reflexes, you’d think this is a fast-paced game. But the map is juuuusstt big enough to feel the encounters aren’t so close quarter. But then when you are on mounts and running across the map, it feels too small. Like, there were so many times that I overshot where I wanted to go because how fast the mounts were moving.
The wardens, or the heroes/operatives in this game, don’t feel special. They are so bland both in terms of gameplay and their personalities. You’ve seen their archetypes in plenty of other games.
The game was advertised to be from people who worked on Titanfall games and Apex Legend. Which is so weird, because if they have a solid foundation, why not take it to the next level? Instead, it feels like they are too scared to try something new.
IDK what Geoff was smoking when he was hyping up this game. Whatever he gets high off of I want some of that too, because it seems to nullify all the noises away.
HOWEVER, I can definitely see why some people would love this game. Like I said, it has the surface-level elements of all the popular competitive pvp games. If someone doesn't want to invest in learning complex mechanics, then this is it for them. Plus, it's f2p so anyone can drop it at anytime.
With the right maintenance and content release, I do think this game has a chance of becoming the next cultural phenomenon that will stay relevant for the said audience.
They released the roadmap for this game. Probably one of the most frequent content update plan that I've ever seen. It's an audacious plan, so much so that I don't have too much faith in the devs delivering all of these at high quality
I was one of those people who expected the game to be terrible. And after playing a few matches, all I can say is....Really?
I really wanted to give objective feedbacks for this game. But I don’t think there is more to be said. The best way I can describe is try to imagine all the elements that you can think of that made certain pvp games popular, thrown into a blender, have the mix clone itself, fucked the clone, and spawn a crime against nature.
That is what highguard is.
On a more detailed breakdown, The general flow of each match goes something like this:
- Two teams start from the base. They reinforce the walls of the said base for defence.
- The map opens up, and everyone looks for randomized guns and gears.
- They can also mine crystals called vespers, and visit shops for armor upgrades, ammo, and etc.
- Sometimes, a special sword called shieldbreaker spawns. If you grab it, you are flagged by everyone in the map. And just like the namesake, you use it to disable shield of the enemy base, and spawn admittingly cool-looking siege machine to open up the base.
- Destroy the generators of the enemy base. You win!
The biggest issue that I have with the game is how the pace of the game collides with the map size. With ziplines, riding on mounts, and combat encounters that require quick reflexes, you’d think this is a fast-paced game. But the map is juuuusstt big enough to feel the encounters aren’t so close quarter. But then when you are on mounts and running across the map, it feels too small. Like, there were so many times that I overshot where I wanted to go because how fast the mounts were moving.
The wardens, or the heroes/operatives in this game, don’t feel special. They are so bland both in terms of gameplay and their personalities. You’ve seen their archetypes in plenty of other games.
The game was advertised to be from people who worked on Titanfall games and Apex Legend. Which is so weird, because if they have a solid foundation, why not take it to the next level? Instead, it feels like they are too scared to try something new.
IDK what Geoff was smoking when he was hyping up this game. Whatever he gets high off of I want some of that too, because it seems to nullify all the noises away.
HOWEVER, I can definitely see why some people would love this game. Like I said, it has the surface-level elements of all the popular competitive pvp games. If someone doesn't want to invest in learning complex mechanics, then this is it for them. Plus, it's f2p so anyone can drop it at anytime.
With the right maintenance and content release, I do think this game has a chance of becoming the next cultural phenomenon that will stay relevant for the said audience.
They released the roadmap for this game. Probably one of the most frequent content update plan that I've ever seen. It's an audacious plan, so much so that I don't have too much faith in the devs delivering all of these at high quality
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