Watched the Highguard launch showcase... it's a biiiiiit better than I expected, but a few decisions from it are ABSOLUTELY baffling to me.
Though hyping it up so much in the Game Awards did so much damage for their own chances of the game actually doing well.
Basically:
It's a fantasy, base-defending PvPvR shooter (PvP versus resource).
Ya go out and explore the world for a bit to upgrade n whatever. And then eventually this mighty ultra-sword thing (the shield breaker) spawn. Once you get it, you can insert it into some kinda stone to break your opponent's base's shields. From there, destroy your enemies' base.
So what's wrong?
I think it actually has a good base for gameplay... but I think the biggest flaw is that they went into the game with a "guns first" mindset (as they literally stated). Plus only getting inspiration from other 1st person shooters around.
It wants to set itself apart with its actually cool magic stuff... but the problem is... THE GUNS LOOK AND FUNCTION TOO HECKIN MODERN!!
It feels like all the other generic 1st person guns! Why didn't you make them clunky, archeic, and MAYBEEEEE do some cool magic stuff with them???
It feels like if you gave a DnD party call of duty-esque guns. And it doesn't even look dumb enough to laugh with in a sh-tposty way. It just feels too generic instead.
How would I personally fix it?
Their biggest mistake when going into development was doing it with a "guns first" mindset. They focused too much on the guns feeling good that it feels indistinguishable from every other shooter. Along with that, they only took inspiration from other modern shooter games. Instead of giving them modern guns, they should've given them sh-tty old guns that feel clunky (with a steampunk aesthetic), like linklocks, blunderbusses, and pepperboxes arquebuses (thanks to a friend for those suggestions.
So...
Conclusion
I so desperately want highguard to be a good game but... there are just way too many dealbreakers for me, sorry. It has a good base. But they tunnel visioned too much on one aspect.