As Highguard stumbles out the gate after weeks of criticism, are we being too hard on live service games?

Highguard made waves this week with its launch, but the spotlight it received wasn’t entirely flattering. The game burst onto the scene after an unexpected appearance at last year’s Game Awards, where it snagged the coveted “and finally” moment, catching many off guard. It didn’t have a wealth of pre-launch hype or a long-standing reputation to build upon, yet it found itself thrust into the spotlight, facing an avalanche of scrutiny almost immediately.

The harsh criticism, particularly noticeable on platforms like Steam, seemed to stem from a deeper systemic issue surrounding live-service games rather than the game itself. Highguard became emblematic of a growing trend, with many players preemptively dismissing it simply for being another entry in the live-service genre. This brings us to an interesting conversation about the intense skepticism surrounding these types of games. Live service can admirable promise ongoing content and evolving experiences, yet it often arrives shrouded in negativity and doubt.

This culture of distrust raises a critical question: are we being too hard on live-service games? With each new title facing the same harsh judgment, it seems we may have resigned ourselves to viewing them through a lens of skepticism, almost expecting failure. As Highguard navigates these choppy waters, it’s clear that the game’s rocky entry might tell us more about the audience’s relationship with live-service models than about the quality of the game itself. Is the criticism warranted, or are we projecting our frustrations onto every new title in this genre?

As we reflect on Highguard’s stumble out of the gate, the conversation encourages a broader understanding of what it means for a game to launch today—especially those promising ongoing engagement. The gaming world is rapidly evolving, and perhaps it’s time for players to consider giving new entries a fair shot before sealing their fate.

Source: eurogamer.net