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Highguard’s Launch Stumbles as Steam Reviews Turn Negative—CEO Admits Trailer Fallout
Highguard’s Launch Stumbles as Steam Reviews Turn Negative—CEO Admits Trailer Fallout
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Highguard’s Launch Stumbles as Steam Reviews Turn Negative—CEO Admits Trailer Fallout

The free-to-play raid shooter from *Apex* and *Titanfall 2* veterans faces sharp criticism over scale, optimization, and a trailer that failed to impress at The Game Awards. Now, the team is listening—but can it recover?

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693 words
Published
27 Jan 2026, 10:12 AM
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PC
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Key takeaways
  • The Map Is the First Problem
  • Performance Issues on PC
  • A Trailer That Missed the Mark

Highguard arrived on PC and consoles yesterday as a high-profile entry in the live-service shooter space, backed by the talent behind *Apex Legends* and *Titanfall 2*. Yet within hours of launch, the game’s Steam reviews turned overwhelmingly negative—earning a **‘Mostly Negative’** rating with just **32% positive** from early players. The backlash isn’t just about performance; it’s a broader critique of the game’s design, from its massive, sparsely populated maps to questionable PC optimization.

Adding to the frustration is the game’s **The Game Awards 2025** trailer, which served as the show’s final reveal. Wildlight Entertainment’s CEO, Dusty Welch, has since acknowledged the misstep in an interview, calling it a failure to highlight the game’s core loop. ‘We could have made a different trailer—a better one,’ Welch admitted. ‘The team is resilient, but the feedback is clear.’

The Map Is the First Problem

At its heart, *Highguard* positions itself as a **‘raid shooter’**, blending extraction mechanics with large-scale team combat. But early reviews suggest the **3v3 format** feels unbalanced on a map designed for bigger battles. Players are clamoring for a **5v5 or even 10v10** scale, arguing the current setup makes encounters feel empty and tactical depth shallow. One recurring complaint: the sheer size of the map—despite Unreal Engine 5’s capabilities—lacks the density or objectives to justify its scale.

�It’s like playing *Titanfall* in a stadium with no spectators,’ wrote one reviewer. ‘The movement is fluid, but where’s the tension?’ The game’s **extraction-focused raids** (where teams compete to secure high-value loot) are another sticking point. Without more players in the mix, the experience collapses into a disjointed skirmish rather than a coordinated assault.

Performance Issues on PC

The technical side of the launch hasn’t helped. While *Highguard* runs on **Unreal Engine 5**, early reports describe **choppy frame rates** and **optimization hiccups**, particularly on mid-range PCs. The game’s **ray-traced visuals** and dynamic lighting—hallmarks of UE5—don’t translate smoothly to consistent 60 FPS play, especially in larger matches. Developers have yet to address whether these issues stem from unpolished netcode, asset load times, or backend server strain.

Console players, meanwhile, report fewer problems, but the disparity raises questions about whether *Highguard* is truly a cross-platform experience or a PC port that was rushed to meet expectations.

Highguard’s Launch Stumbles as Steam Reviews Turn Negative—CEO Admits Trailer Fallout

A Trailer That Missed the Mark

The trailer’s reception at TGA wasn’t just a PR misfire—it set the tone for skepticism. Unlike the cinematic spectacle of other reveals, *Highguard*’s trailer leaned into spectacle over substance, focusing on flashy effects rather than gameplay mechanics. Welch’s admission that the team ‘could have done better’ reflects a broader industry trend: trailers are increasingly judged as standalone products, and *Highguard*’s failed to sell the vision.

�We’re gamers ourselves,’ Welch said. ‘We read the feedback. The trailer didn’t highlight the loop—that’s on us.’ Whether the team can pivot remains to be seen. Live-service games often recover with updates, but *Highguard*’s early stumble is a reminder that even veteran developers can misstep when balancing hype and execution.

Can It Recover?

Live-service titles have turned around before—*Warframe* and *Destiny 2* both faced rocky launches before earning player trust. *Highguard*’s challenge is whether it can address the core issues: map scale, matchmaking balance, and performance—without alienating its audience further. The next few patches will be critical.

The game’s **free-to-play** model offers a lifeline, but retention hinges on delivering a satisfying experience. If Wildlight can listen to player feedback—especially on team sizes and optimization—there’s a path forward. For now, though, *Highguard* sits at a crossroads: a promising concept held back by execution.

Key specs (as launched)

  • Engine: Unreal Engine 5
  • Game Mode: Free-to-play raid shooter (3v3 PvP extraction)
  • Platforms: PC, PlayStation, Xbox (exact consoles not confirmed)
  • Map Scale: Large-scale environments criticized for emptiness in 3v3 format
  • PC Performance: Reports of inconsistent FPS, ray-tracing overhead
  • Steam Reviews: 32% positive (‘Mostly Negative’)
  • Concurrent Players (Launch): ~97,000 (Steam)
  • Developer: Wildlight Entertainment (former *Apex* and *Titanfall 2* team)

Availability: The game is live on Steam and consoles, with no confirmed updates or roadmap details at this time.

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