Spawn On Me with Kahlief Adams: A Video Game Podcast · Spawn On Me LLC

The Internet Was Wrong About HighGuard

·29 min·2 clips
Kahlief reveals why High Guard is the freshest shooter idea he's seen in years after playing it.
This episode is a preview of the upcoming free-to-play shooter HighGuard from Wildlife Entertainment. Host Kahlief Adams shares his impressions after attending an exclusive hands-on event and interviewing the development team. The developers include design and creative director Jason McCord, lead designer Carlos Pineda, VP of product and design Jason Torfin, and lead designer Mohamed Alavi, all veterans of live service games like Apex Legends and Titanfall. HighGuard is described as a "raid shooter," a new genre where matches have multiple distinct phases. Players defend their unique base and its generators, then gather a resource called Vesper to buy weapons and upgrades from a vendor named Flynn. A key objective is securing a "shield breaker" to initiate a raid on the enemy base, with a final overtime phase where respawns are disabled. The game features various mounts like griffins and a "battle cat," and players can revive teammates by interacting with orbs left at their death locations. The developers have planned a substantial first year of content, including five maps, six bases, eight "Wardens" (characters), three mount types, ten weapons with mod systems, and three raid tools. Their post-launch roadmap promises a new "Episode" every two months, with the first update arriving just two weeks after launch, adding a new Warden, map, ranked mode, and mount. Adams was particularly impressed by how the game's design clearly guides players through each phase of a match, creating a cohesive and accessible loop. He notes the developers emphasized that guns, not overpowered character abilities, are the star of the combat, aiming for strategic 3v3 gunfights. The monetization model centers on a free "War Chest" battle pass and a direct-purchase cosmetic shop with items priced between nine and twenty dollars, explicitly avoiding pay-to-win mechanics and loot boxes. The team revealed they originally planned to shadow-drop the game, similar to Apex Legends, and have been preparing its live service content for years to avoid content droughts. Adams addresses the mixed online reception to the game's Game Awards trailer, sharing that developer Jason Torfin acknowledged the "hate" but that the team wants the game to speak for itself. He criticizes the gaming press for fueling speculation about the game's viability during its quiet marketing period, arguing the industry's 24/7 chatter cycle is often unproductive. Adams gives credit to Game Awards host Geoff Keighley for featuring the game, interpreting it as a sign of genuine belief in the project rather than a paid placement. The host played several matches during the event, with one intense game lasting 27 minutes but feeling much shorter due to the engaging, chaotic action. He concludes that the team's consumer-friendly approach to pricing, roadmap planning, and gameplay focus should result in a very fun and distinct shooter experience. The tone is enthusiastic and conversational, blending firsthand gameplay impressions with reported details from developer interviews. Adams delivers his critique of games media with clear personal frustration, while his overall assessment of HighGuard is overwhelmingly positive and excited. This episode is ideal for players curious about new, innovative multiplayer shooters and those interested in the business and design philosophies behind live service games. Listeners who prefer highly critical or skeptical previews, or those with no interest in the shooter genre, might want to skip it.
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