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Highguard’s negative reaction is mostly overblown, like most things on social media, but I should have seen it coming
Highguard’s negative reaction is mostly overblown, like most things on social media, but I should have seen it coming Highguard's launch day has come and gone, and boy, I'm exhausted already. I like the game, I think it's fun, unique, and I enjoy the core gameplay loop. I said as much after playing the game early at an event in Los Angeles last week, where the feedback was mostly positive from those on hand. The majority of the people I played with and spoke to had a great time with Highguard and were excited for the launch. Image via Wildlight Entertainment After leaving LA last week, I'm not sure any of us who played the game saw this level of hate train coming. But I should have. The game is fun, I stand by that. Obviously, it's not for everyone, because no game is, but the excessive dogpiling on social media and Steam reviews is pathetic. But that's just the way gaming culture, and social media in general, seems to be doing things these days. Shortly after launch, Highguard was bombarded with negative reviews on Steam . Many of them complained about the login queue, while others were annoyed with performance problems on PC, and the vast majority are from players with less than two hours of play time (around 11,200 of 15,000 total reviews as of 9:30am CT this morning). It feels like people were logging in ready to hate it. On social media, it's only gotten worse since then, with everyone chiming in with their memes and jokes. That's expected. And those who do enjoy the game are getting drowned out by the noise, or made fun of by those who feel the need to tell everyone how much they think it sucks, or being accused of being paid to play it, or "bought out" by the developers. It's really tiring. First of all, the game is free. So, if you try it and don't like it, that's totally cool. But no. Everyone has to announce their departure like they're in an airport while incessantly crapping all over it. I don't really understand the thought process behind the need to "dunk" on things I don't enjoy. Because if I don't enjoy something, I don't let it take up my time or space in my mind. On social media, though, negativity breeds engagement, so it's encouraged. Other complaints say the game has an identity crisis. It's an amalgam of different ideas that combine to make something new. But if those ideas were taken out, or if it were another extraction shooter or battle royale game, then what? Would it be blasted for being a copy-paste job? I don't know what gamers want anymore. Screenshot by Destructoid Unfortunately, the fact is that the game has become the target of a lot of vitriol due in large part to the fact that it got a featured spot at The Game Awards, a slot usually held for legacy titles, and rumors leading up to the event had gamers hoping for Half-Life 3 , potentially the most sought-after sequel ever. Impossible expectations. Geoff Keighley also doubled down on his decision to feature the game, further provoking the angry mobs who were ready to go at him for it. And his recent replies on Twitter/X especially are a cesspool of people who are pissed off that he did it. This is mostly unfortunate for the devs who worked on it for years, only to have it receive the hatred it has because it's not what they want/were expecting from a big title, and that's just not fair to them or the game. If you don't like the game, again, that's totally fine. I don't think anyone was expecting it to be universally well-received. But to dunk on it because of Keighley's encouragement and excitement for the title, harass him about it, and then inevitably send targeted malice at the developers themselves, is unacceptable. Room for improvement Image via Wildlight Entertainment I agree with the sentiment of many that the maps feel big for three-vs-three. I personally don't mind the player count, but experimenting with four-vs-four or even five-vs-five could be fun. I still think that getting used to the nature of the gameplay loop of looting, fighting over the Shieldbreaker, and then attempting to raid the base takes some time, and many aren't willing to give it that. Leaning more into the MOBA-like qualities of the game and adding some minor PvE mobs at the looting areas to make that period feel more active may also be a positive addition. Shortening the looting phase could also be a good first step in bringing the action to the forefront, because the raid phase of each match is where the game shines. There are also a lot of legitimate complaints about problems with mouse acceleration, the inability to use hold-to-crouch as a button, how the game runs, and optimization is a big issue on PC. I've been playing on PS5, personally, and the game is blurry and the framerate chugs in combat at times. Optimizing the game is probably going to be step one as Wildlight Entertainment heads to the office today. At the event, we were playing on special gaming rigs that were likely way more powerful than the average gaming PC, so there were no issues. But as a studio, Wildlight definitely needs to improve in getting the game running on a variety of builds. The game's settings are also pretty lackluster when it comes to customization. Highguard is also not friendly, at all, for solo players. It feels very sweaty at times, and not communicating with your team or playing with a group means you're destined to fail. It's absolutely a more enjoyable experience with a group of friends. This is a side effect of the three-vs-three nature, I think, so expanding on game types and squad sizes feels necessary. But again, the game came out yesterday, and I'm sure any constructive feedback is being fielded. The hard part will be finding it in the ocean of angry negativity. The Game Awards trailer for Highguard was not good for the game, and Wildlight's co-founders told me as much . But the number of people actively rooting for it to fail since then is so disheartening to me, and that's an upsetting trend we've seen over the past few years, as now there are people hoping for the game shut down and for people to lose their jobs. Image via Wildlight Entertainment In hindsight, the radio silence since Highguard's debut was also a misstep. Perhaps giving more information and time for players to digest it ahead of launch would have served better than what has happened over the past day or so. Unfortunately, first impressions are important, and it's gotten off to a bad start for many. But the part being lost on a lot of players is that this is a live service game, and day one is just the start, with updates coming and already being worked on, including different modes and ways to play. "We're leaning into competitive, but the goal would be that we could introduce new modes of play as time goes on," game director and Wildlight co-founder Chad Grenier told me. "Two weeks after launch, we're turning on ranked. All of the sweaty competitive players should gravitate towards ranked. That will make the entry a little bit easier for casual players to stay out of ranked, and that should help. And then future seasons, we want to do limited-time game modes and also some new permanent modes, anywhere from super casual to also highly competitive. And so, I think as live service continues, the game lives on, we'll listen to what our playerbase wants, but also introduce new ways to play. We've got some funny ideas floating around the office and things that we're working on now." Monitoring social media is a part of my job and that of developers. I don't envy them whatsoever for trying to make something that they enjoy and hope others would enjoy too, only to be met with the latest wall of negativity. It's mentally draining. I worked on covering the game for about a week, and I'm discouraged about the reaction it's gotten, so I can't imagine how the devs who worked on it for years feel. That's where my mind is at today. Since I like Highguard, I'll continue to play it and hope that future updates will improve the experience and change the narrative once it's stopped being fashionable to crap on it. It's going to be an uphill battle. The post Highguard’s negative reaction is mostly overblown, like most things on social media, but I should have seen it coming appeared first on Destructoid .
DestructoidJan 27
GTA 6 Not Having A Physical Disc At Launch Wouldn't Be A Huge Deal, Analyst Says
GTA 6 Not Having A Physical Disc At Launch Wouldn't Be A Huge Deal, Analyst SaysA high-profile gaming analyst has reacted to the rumor that Grand Theft Auto VI may not have a physical-disc option at launch this November. To be sure, this is an unconfirmed rumor for now, and Rockstar has not commented on the situation. In any event, Matt Piscatella of Circana shared a quick-hit take on the rumor on social media. Without naming GTA 6 outright--but obviously referring to the hugely hyped game-- Piscatella wrote : "I would say that the big game missing physical at launch would be an even bigger fart on the wind sales-wise than game key cards are now. But it really wouldn't be worth it. So, I won't say that." Piscatella is clearly being cheeky here, but the takeaway seems to be that bypassing a physical edition for GTA 6 at launch wouldn't mean much in terms of the game's initial sales. The "fart on/in the wind" is an idiom that refers to something that would have little to no importance. Continue Reading at GameSpot
GameSpot - All ContentJan 27
The Sims 4 Royalty & Legacy release countdown: Exact start time and date
The Sims 4 Royalty & Legacy release countdown: Exact start time and date The first expansion pack of 2026 is nearly here, bringing with it the regal new world of Ondarion and plenty to explore in The Sims 4 Royalty & Legacy . There's nothing else like this in The Sims 4 yet, so you may be curious to know how soon you can start playing. As a massive The Sims Medieval fan, this is one of the packs I've been most excited for. We don't have any royal or medieval-style gameplay yet, so this one is sure to implement some truly game-changing new features. If you're as eager as I am to start playing, here's the  exact time and date when  The Sims 4   Royalty & Legacy  will be released. Table of contents The Sims 4 Royalty & Legacy release date and time The Sims 4 Royalty & Legacy expansion pack features The Sims 4 Royalty & Legacy release date and time Screenshot by Destructoid The Royalty & Legacy expansion pack for The Sims 4 is confirmed to launch on Feb. 12. We don't usually get an official release time announcement, but luckily, all expansion packs have launched on a reliable release schedule, so we can expect this one to as well. The pack should go live at 12pm CT , since this is when Adventure Awaits , Enchanted by Nature , and all other recent packs were released. Our countdown is set to precisely 12pm CT on launch day, so you can check back here leading up to release if you're curious how much longer you have to wait. We've also translated this time across major time zones, so you know when the pack will be live in your area. [hurrytimer id="1171214"] PT:  10am on Feb. 12 CT:  12pm on Feb. 12 ET:  1pm on Feb. 12 BST:  6pm on Feb. 12 CEST:  7pm on Feb. 12 JST:  3am on Feb. 12 AEST:  4am on Feb. 12 The Sims 4 Royalty & Legacy expansion pack features Screenshot by Destructoid The Royalty & Legacy expansion pack for The Sims 4 mostly focuses on adding new regal features that can be used to help your Sims leave their mark on the world, securing a long-lasting legacy. There are plenty of other additions, too, though, so here's a full breakdown of everything it entails. New world – A new world named Ondarion is included in this pack. This world has three neighborhoods, including: Dambele, a neighborhood where the arts and community are beloved. Here, you'll find lots where you can spend time with and meet other Sims, like the palace gardens and communal market. Verdemar, a neighborhood near the sea, where you'll find cunning nobles and sneaky outlaws. Bellacorde, a fancy and formal neighborhood where romance and regality thrive. New lot type – The Backroom lot is sort of a two-in-one lot location that transforms between day and night. In the day, it might be a Museum, Library, or Gym, but at night, it becomes a Nightclub. Powershifts  – A gameplay feature called Powershifts adds all kinds of mystical mayhem waiting to be found throughout Ondarion. This includes features like the Sword In Stone you can try to pull, a Noble Frog you can attempt to woo, magical Crystal Slippers you can wear, and an intriguing Enchanted Mirror you can learn secret truths from. New skill – Swordsmanship is a new 10-level skill you can work on to hone your sword-wielding abilities and use them to duel for love, promotions, Simoleons, and more. There are also Swordsmanship Tournaments you can participate in, which are goaled events that you can tackle around the world. New career – Rise through the ranks until you become the Kingdom Leader in the new Noble Career pathway. This multi-levelled career comes with lots of choices and events, like hosting grand events, gaining Favor, choosing how to handle community concerns, and completing daily Royal Duties. Screenshot by Destructoid Secret Passageways – You can now place and use Secret Passageways to travel between connected points on your lot or around the world. Secret Passageways are also a new Woohoo location and feature a Cuckoo Clock that Sims can mess with to potentially eliminate other Sims with the new death type, which is Death by Cuckoo Malfunction. Dynasty System – This new gameplay system allows you to shape your house's identity by defining key values, assigning heirs, and creating lore for future generations to learn about. There are lots of new interactions to go with this system, including Designate Heir, Designate Outcast, Usurp Family Headship, and Expel a Sim from a Dynasty. Scandals System – Rumors are dangerous and can now spread, causing absolute mayhem thanks to the new Scandals System. Sometimes, the Scandals may be small, like vandalizing a monument, while others may be massive and completely shake everything up, like illegitimate heirs or forbidden romance woes. Scandals impact everything, and the bigger they are, the more impact you'll see. There's plenty to uncover in this pack, and if you're contemplating adding it to your collection, you may want to review all pre-order bonuses for The Sims 4 Royalty & Legacy to see if they're worth grabbing. And while you wait for the pack to be released, there's plenty to keep you busy, like completing the Tangible Traces quest , becoming a Fairy , and catching all Gibbi Point Butterflies and Moths . The post The Sims 4 Royalty & Legacy release countdown: Exact start time and date appeared first on Destructoid .
DestructoidJan 27
[Rumor] GTA 6 to be digital-only at launch… to avoid story spoilers
[Rumor] GTA 6 to be digital-only at launch… to avoid story spoilersThat’s right, Take Two could have a huge surprise in store for the launch of GTA VI. Some may like it, but we don’t. According to Polish publication PPE, a very reliable source in recent times (they were the ones that stated that Microsoft Flight Simulator 2024 was going to be released in November for […] The post [Rumor] GTA 6 to be digital-only at launch… to avoid story spoilers appeared first on VGLeaks 3.0 .
VGLeaks 3.0Jan 27
A long-forgotten Trump tax return leak just came back to haunt Booz Allen Hamilton
A long-forgotten Trump tax return leak just came back to haunt Booz Allen Hamilton
Attack of the FanboyJan 27
Blizzard to host showcases for 4 of its main franchises for company’s 35th anniversary, but one is still sorely missing
Blizzard to host showcases for 4 of its main franchises for company’s 35th anniversary, but one is still sorely missing Blizzard Entertainment's 35th anniversary is coming up next weekend, and the company is ready to show off what's in store for its biggest franchises in a number of Franchise Spotlights soon. World of Warcraft (Jan. 29), Overwatch 2 (Feb. 4), Hearthstone (Feb. 9), and Diablo (Feb. 11) will all have their own unique showcase livestreams over the next few weeks, revealing future content drops planned and deep-diving into what we already know. https://twitter.com/Blizzard_Ent/status/2015803305054642283 "For 35 years, Blizzard has been shaped by the worlds we build - and the players who bring them to life," the company said today. "You’ve fought through World of Warcraft , battled in Diablo , played your cards in Hearthstone , and held the line in Overwatch . We’ve come a long way together. And now, the next chapter begins." And so, fans of the long-dormant StarCraft franchise are left to wonder when their game will receive some love. Thankfully, there are rumblings and reports that the game will receive some information later this year at BlizzCon in September, although nothing is confirmed. Rumors are circling about a third-person shooter spin-off for the franchise that's been MIA since 2017's StarCraft: Remastered. Still, I'm excited to see what's coming for the other games. Admittedly, I haven't played WoW or Hearthstone in years, but I'm looking forward to Overwatch 2's next big update (last year changed a bunch with Perks, Stadium mode, and more), and more info on Diablo 4's Lord of Hatred expansion coming in April. "Over the next few weeks, each world will showcase what comes next," Blizzard said. "If these games mean something to you, we’d love to see you there." And if there's one thing I know about Blizzard games, it's that the games definitely do mean something to a lot of people—for better or worse. It should be a big year for the company, though, and I think BlizzCon will top it all off later this year, so I hope to be in attendance. The post Blizzard to host showcases for 4 of its main franchises for company’s 35th anniversary, but one is still sorely missing appeared first on Destructoid .
DestructoidJan 26
PS Plus Essential February 2026 Lineup Reportedly Includes Undisputed
PS Plus Essential February 2026 Lineup Reportedly Includes UndisputedUndisputed has been named by a reliable leaker as one of the main titles for the PS Plus Essential February 2026 lineup. The post PS Plus Essential February 2026 Lineup Reportedly Includes Undisputed appeared first on PlayStation Universe .
News – PlayStation UniverseJan 26
[Rumor] Resident Evil: Code Veronica remake could be announced this year and launch in 2027
[Rumor] Resident Evil: Code Veronica remake could be announced this year and launch in 2027Rumors suggest that Capcom could announce a remake of Resident Evil: Code Veronica this year, with a release planned for early 2027, while other remakes are also reportedly in development. The post [Rumor] Resident Evil: Code Veronica remake could be announced this year and launch in 2027 appeared first on VGLeaks 3.0 .
VGLeaks 3.0Jan 26
Resident Evil Requiem Zombies Can Use Chainsaws And Other Tools Because They Retain Memories
Resident Evil Requiem Zombies Can Use Chainsaws And Other Tools Because They Retain Memories Resident Evil Requiem will soon be upon us, launching February 27 on PlayStation 5, Xbox Series X/S, Switch 2, and PC. Ahead of its launch, I went hands-on with the upcoming survival horror game to play an hour as Leon S. Kennedy and two hours as Grace Ashcroft, and you can read my thoughts here .  Following that gameplay session, though, I interviewed Requiem director Koshi Nakanishi, who addressed rumors surrounding the game's exploration, making clear that it is not an open world game . I also spoke to Nakanishi about giving Leon a chainsaw, this game's take on Resident Evil zombies, nostalgia, building tension in horror, and so much more. You can read the full transcript of our interview below:  Interview Q&A With Resident Evil Requiem Director Koshi Nakanishi Game Informer's Wesley LeBlanc: The first question I want to ask is about the chainsaw. Why now? Why is now the time to put a chainsaw in Leon's hands finally?  Resident Evil Requiem director Koshi Nakanishi via an interpreter: So the chainsaw – first off, if you've played previous Resident Evil games, you probably know chainsaws are a pretty symbolic weapon in a lot of different games. So whenever a new entry in the Resident Evil series, or whenever the developers are working on a new entry in the Resident Evil series, there's always a lot of thought put into how the chainsaw will be used in this game. So in this game, the zombies can actually use tools. They have retained some of their memory pre-turning into a zombie. And so yeah, being able to use tools is something the zombies can do here. And so with that being the case, it made sense for all the zombies to also be able to use a chainsaw. So, going from there, if one enemy with the chainsaw is defeated, it makes sense for the other zombies to pick it up and to be able to use it. And so from there, it went to, "Well, if that's the case, then of course, you as the player also want to use it." And so that's kind of how that line of thought naturally progressed and resulted in Leon being able to wield a chainsaw in Resident Evil Requiem.  Another driving force behind it is that by Resident Evil Requiem, Leon has a lot of experience under his belt at this point, so it felt like a good time for Leon to turn the tables a bit and use a chainsaw himself, since he's gone up against so many chainsaws previously.  And keeping up with the chainsaws, I noticed immediately in the Leon section that when it hits the ground, it's spinning. Zombies walked over it and it cut their legs off. I'm curious if there are any other kind of physics interactions like that in the game, or is that just a cool little one-off with the chainsaw?  Nakanishi : Using enemy weapons is a pretty big feature of gameplay, so being able to use enemy weapons against them is also going to be something you'll see come up beyond the sections that you've played as well. I'm curious – you can switch perspectives between third-person and first-person. How did the team land on it defaulting to first-person for Grace and third-person for Leon?  Nakanishi: So, actually, for the preview that you played, it doesn't start at the very beginning of the game. The story has progressed a bit. So actually, in the final version of the game, when you start the game, it's going to ask you, which do you prefer? It's up to the player, really, on what they want to use, and they can freely choose what they want to use when they start the game. Is the intention for Grace and Leon's varying gameplay experiences to speak to each other in terms of balancing tension?  Nakanishi:  It's exactly as you said – the idea there is to build tension with the very horror-focused sections with Grace; she doesn't have as many options for combat as Leon, as he's much more combat-focused. So yeah, exactly as you said, that's the intention behind the design of the two characters, to have that tension and release between the two. And so [I'm] really happy that you were able to pick that up from just playing the preview. What was the ethos behind designing the monsters and zombies in this game?  Nakanishi: For Requiem, the main theme that ties basically all the enemies together is a virus. So obviously, the zombies are infected by a virus. There was not a whole lot shown in the preview, but there are other creatures as well who've been infected by the virus. So, it's kind of going back to that very central theme of Resident Evil, the enemies, basically, that that through line that goes through them all is centered around a virus. Something I really enjoyed in the preview is that it felt almost nostaglic, in the sense that the Grace section felt very Resident Evil 2 police station, and Leon felt like toward the end of the game, where you're just kicking butt. I'm curious – is that intentional to set up a surprise feel for later in the game, or is it just a greatest hits of Resident Evil?  Nakanishi:  Obviously, Capcom has a long history with the Resident Evil franchise. The idea was to present an evolved version of some of the gameplay you know and love. So, as you said, Grace, there's a strong feeling of RE2 to show an evolution of the zombies, again, an evolution of RE2's gameplay, and Leon as well.  So yeah, you're right on the money there too. What is the design intention behind the blood synthesis system?  Nakanishi: There are kind of two things that led to including that crafting system with blood in Requiem. So the first one is: in lots of RE games, there's always a lot of blood in the environment, right? There's always a lot of blood everywhere in different environments. So the first question that kind of led to that system was the dev team looking at that and saying, "Is there any way to implement that element into the actual gameplay?" So that was one of the first drivers behind it.  As for the intention behind that mechanic, it was to add another layer of player choice. So, for instance, yes, there's always the choice of running away or fighting the enemy, but knowing that you can possibly collect blood from the enemy gives you another incentive to defeat the enemy, like you were mentioning. So it just adds another layer of choice, and I guess risk and reward for players going through the game. Speaking about choice, I don't know if you utilized it or not, but there's an injector in the game that you can also craft that, if you sneak up, you can defeat an enemy with one hit. You'll notice that you can't collect their blood. So, yeah, again, it's really about, you know, adding player choice and giving different incentives for choosing different things. What do you think is the most defining aspect of these zombies versus others in the RE series?  Nakanishi: The thing that really sets these zombies apart, which we're sure you experienced when you played, is that the zombies actually retain some memory of their life before they turned into a zombie. So you can actually see that in their actions, as they're kind of focused on what they were doing or what they were responsible for before they turned into a zombie. So retaining a little bit of their past lives is something that's really new for the RE series here, and you'll actually, if you look closely, be able to utilize that stuff to your advantage.   Nakanishi closed out the interview by addressing rumors that Resident Evil Requiem is an open world game – it isn't, and here's what he had to say.   Resident Evil Requiem launches February 27 on PlayStation 5, Xbox Series X/S, Switch 2, and PC.  For more about the game, read my hands-on preview of Resident Evil Requiem here , and then check out the latest news from the Resident Evil showcase that aired last month. After that, read about Leon's custom Porsche in the game, and then check out the Resident Evil Requiem Nintendo Switch 2 Pro controller . 
Game InformerJan 26
Resident Evil Requiem Director Sets The Record Straight: 'This Isn't An Open World Game'
Resident Evil Requiem Director Sets The Record Straight: 'This Isn't An Open World Game' Resident Evil Requiem is right around the corner, launching next month on February 27 on PlayStation 5, Xbox Series X/S, Switch 2, and PC. Ahead of that, Game Informer went hands-on with the horror game for three hours, and you can read that preview here . However, as part of this preview, I interviewed Requiem director Koshi Nakanishi about what I had played.  I'll be publishing a full Q/A of that interview later today, but curiously, Nakanishi closed out our interview asking to address something I didn't specifically talk about: the game's world and exploration, specifically as it relates to rumors of Requiem being an open world Resident Evil. Nakanishi definitely shut those rumors down.  "[The development team] did just want to make clear one point," Nakanishi says through an interpreter. "They've seen some speculation of whether there's any open world elements in the game, and they just want to set the record straight that this isn't an open world game." Welp, that's about as direct as it can get. Nakanishi continues, explaining, "The main concept behind this game is combining the very different gameplay of Grace and Leon into a cohesive package, and having those two gameplays represent the Resident Evil series, and I think when you play the game, you realize that, or you will find as well that the development team picked the best approach to do this."  For more about the game, read my hands-on preview of Resident Evil Requiem here , and then check out the latest news from the Resident Evil showcase that aired last month. After that, read about Leon's custom Porsche in the game, and then check out the Resident Evil Requiem Nintendo Switch 2 Pro controller .  Are you happy to hear that Resident Evil Requiem isn't an open world game or bummed? Let us know in the comments below!
Game InformerJan 26