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Highguard Review: I Can’t Get Enough of Horseback Gunplay and Raiding Bases

Despite a confusing debut at The Game Awards, this shooter is a cleverly forged amalgam of Apex Legends, Valorant and MOBA gameplay.

I was hurtling across a fantasy landscape on horseback with my two companions, racing toward the enemy base with the opposing team hot on our heels, a magic sword on my back that would win us the match, and all I could think was, Hell yes, this rules. I spent the entire day gleefully queuing back into more sessions to recapture that moment. 

At an event in Los Angeles, I got to play Highguard days ahead of its launch. While I walked into the preview without a clue about what the game was, 8 hours later, I was more hyped for this shooter than any I’d played since Apex Legends (2019). That’s fitting, as many of the developers at Highguard are veterans of Apex studio Respawn who left to form a new company, Wildlight Entertainment, and make something completely new.

Fans may know Highguard from its reveal at The Game Awards in an admittedly confusing trailer. In several conversations during the preview, Wildlight developers acknowledged that the trailer didn’t properly represent their game, but they’re confident that players will change their tune once they get their hands on the game, which is available now and free to play on PS5, Xbox Series X and PC. It has full cross-play and cross-progression, too. 

I’d be shocked if those developers aren’t proven right. Wildlight faces a nigh-impossible task in explaining their game in a trailer. Broadly, Highguard is a multiplayer shooter that teeters on the edge of chaos but blends elements of different games into a carefully refined dish of palate-pleasing novelty. With elements of Apex Legends, Valorant, Rainbow Six: Siege and League of Legends, Highguard is an amalgam with few rivals in its lane.

As a casual shooter fan with hundreds of hours each in Destiny 2 and Apex Legends, I found Highguard’s squad-based gameplay to be right up my alley. During the eight matches I played in my preview, I picked up the game pretty quickly and finished the day wanting to queue up for more. 

Wildlight plans to upload dozens of videos explaining each of the game’s components, from its Warden hero classes (eight at launch) to weapons to maps to bases. But it’s not nearly as complicated as it sounds on paper — all thanks to lots of design iteration as the studio spent the last four years making their inspired Frankenstein of a multiplayer game.

What makes Highguard the world’s first Raid Shooter

For lack of a proper multiplayer descriptor, Wildlight invented its own: Raid Shooter. This combines first-person shooting, the lane skirmishing of MOBAs and the base raiding of games like Rainbow Six: Siege. 

At launch, there’s only a single mode in the game, Raid, that pits a pair of three-person teams against each other. Matches in this mode last between 15 and 25 minutes (or shorter if either team steamrolls). Each match loops a set of four phases, each time-limited to keep matches flowing. Trust me, those loops will feel like second nature after a few matches.

Before each match begins, players pick their Warden, each a distinct hero with different passive, tactical and ultimate abilities (much like Apex Legends). Squads then vote on their pick from four different bases (of six at launch, with more coming). This is what they’ll defend from enemy raiding, each with a different layout better suiting some Wardens and play styles over others. Think of it like picking between Cinderella’s Castle, Helm’s Deep or Castle Dracula, which slot into the game’s maps. (Players only get to choose their base, not the larger map, for each match.)

Once the match starts, the first phase begins, giving players a minute to fortify their base’s walls, which can be destroyed with gunfire or tools. When the base’s shield opens, the gear phase begins. Squads have 2 minutes to ride out into the broader map to pick up more powerful versions of the guns they choose at launch, as well as find armor and mine minerals to spend at shops.

While squads are free to fight each other at any time in that second phase, the third phase shoves teams together in a true brawl. After a visible countdown, a special sword drops down for both squads to fight over. The Shieldbreaker, as the blade is called, must be brought to the enemy team’s base and slammed into the edge of its shield to crack it open. 

Once the Shieldbreaker is deployed, the fourth phase — the Raid — begins. A siege tower emerges from a portal where the Shieldbreaker was stabbed into the enemy base and slams into the shield until it splits apart. Then the attacking team invades the base of the defending team, seeking to burn it down. 

Each base has 100 hit points. By deploying the Shieldbreaker, attacking players deal 30 damage to the enemy base, but to finish it off, they have two options: deploy bombs at two generators on the periphery of the base to deal 35 base damage apiece, or go for broke and plant explosives at the Anchor Stone, which takes longer to destroy, but will instantly win the game if detonated. Defenders can defuse bombs, forcing attackers to plant them again, but the Raid phase lasts only a few minutes; if the defense is successful and nothing is destroyed, the attackers’ base is dealt 30 damage as punishment.

After that, the phases restart: build your base back up, find more gear, fight over the Shieldbreaker and start a Raid. To amp up the pressure, each new loop increases the rarity of the weapons you’ll find, increasing their lethality via faster reloading and firing speeds. Gold-colored legendary guns are significantly deadlier — one we coveted during the preview, a revolver, lets you fan the hammer to fire blindingly quickly. 

Because there are no other game modes at launch, it lives or dies on how much that gameplay appeals to players. On paper, it’s a sampler platter of elements from other games. In practice, each phase flows so smoothly into the next that you’d never guess it had ever resembled anything else. 

But from the Wildlight developers’ perspective, this is the terminus of a long, long journey figuring out how all these disparate pieces work together.

Years of chipping away to get to the Raid Shooter’s final form

I joined a group interview among several other journalists at the preview to chat with Jason Torfin, vice president of product and publishing at Wildlight, as well as a writer on the game and Mohammad Alavi, the game’s lead designer. 

Both are veterans of Respawn and described a lot of lessons learned from surprise launching Apex Legends in 2019 on the same day it was announced. As fate would have it, Highguard is launching nearly seven years to the day after that release. Aside from fixing bugs and issues that inevitably crop up, they explained how they’ve honed their production pipeline to reliably get out new content. During the preview, the team shared a roadmap for new «episode» seasons, coming every two months, each featuring a new Warden and map. 

Live-service games like Highguard retain players by releasing additional content over time. By showing a clear plan for the months ahead, Wildlight hopes to build trust with the game’s player base that they’ll keep supporting and adding to Highguard, retaining their interest among stiff competition from established multiplayer titles like Arc Raiders, Battlefield 6, Helldivers 2 and Overwatch.

Wildlight has other guidelines to build player trust. In-game items are all cosmetic and won’t offer gameplay advantages. While monetization is necessary for a free-to-play game to stay afloat, Highguard’s store at launch will have items from the $9 battle pass-like War Chest bundles of cosmetics to $20 exotic mounts. War Chests won’t expire and can be bought any time after they’re released. Players who don’t want to spend money can still earn cosmetics through weekly and seasonal challenges. 

On top of that, every new Warden, weapon, base and map is free for all players. As Torfin explained, the team wants to make sure the game respects players’ time and money, which he says not all live service games competing for attention do. 

Raid won’t necessarily be Highguard’s only mode. The roadmap we were shown had limited-time modes, like the just-for-fun ones that popped up in Apex Legends, Torfin said. These could lead to permanent options. Over the course of developing Highguard, there were a lot of gameplay ideas that didn’t work, but could be revisited and make it into a limited-time mode. Sometimes these are «sugar junk food that you just need for a week,» Torfin said in response to another journalist’s question. Other times, they’re engaging enough to become real additions.

Highguard is a multiplayer-only game, but there is a background story that’s seeded through item descriptions and product bundles that players can piece together. In response to another journalist’s question, Torfin described that «the world of Highguard is itself a character,» a continent that reappeared like Atlantis after 300 years of absence. Two weeks after the game launches, its second episode of content will drop, including the first inklings of story that will continue to be added alongside new maps and wardens. Eventually, Wildlight wants to branch out to other media to continue telling the story in comics, novels, animated shorts and so on.

Getting to the Raid mode we see today, Highguard’s first and so far only way to play, was a long process. At one point, the game pitted four three-player teams against each other, but it wasn’t fun to have your base raided while out attacking another squad’s empty home turf. And cutting the team count in half to just dueling squads didn’t solve the issue. To draw players toward each other, developers innovated a «lock and key» mechanic to focus on one base at a time to begin raiding — and why not make it a rad magic sword?

A lot of refinement came from the Wildlight developers’ competitive urge. Originally, the bases didn’t have a health bar, and every wall needed to be pulled down, and Torfin recalled an internal match that lasted 4 hours until the servers broke. But every decision led to making a game with «a lot of competitive integrity,» he said. That means making the game fair and balanced, something that’s easy to get into but hard to master, Alavi noted. But for sweatier players, there will be a Ranked version of Raid mode coming two weeks after launch, which will let players test their mettle as they try climbing competitive ranks.

But what about the opposite audience — will the game’s complexity be too much for casual players? I asked the developers whether I, who scraped together wins over my journalist counterparts but got demolished by a team of Wildlight’s best internal players, would enjoy the game.

«I suck at our game, so I’m right there with you,» Alavi said, laughing. And yet, «we, the devs, play it constantly, and we come from all walks of how good we are at shooters.»

Ranked mode will siphon off some sweaty players, Alavi said, giving casuals a bit of breathing room. And there are plenty of more complicated elements from games that influenced Highguard that have been left out, like League of Legends’ complex item recipes. Tactically, Highguard also includes several comeback mechanics designed to level the playing field. Because each phase resets part of the match, teams have repeated opportunities to let players gear back up and get another go at winning a Shieldbreaker fight. 

To illustrate his point, Alavi recalled a match where his team was losing 100 to 10, in which letting the enemy team even get the Shieldbreaker would result in a loss. He bought an item to plant bombs faster, picked up a legendary gun from a shop, won their phases to start a raid and planted their bomb on the Anchor Stone before the enemy team knew what happened. Boom! Alavi’s joy was infectious, a had-to-be-there moment that I recognized from my own mad horseback dash to win my game — something that Highguard seems refined to produce.

«Having these comeback mechanics is super important. Is it gonna happen every time? No,» Alavi said. «But you know, even just getting that sugar high that one time keeps me coming back for more.»

Technologies

Today’s NYT Connections Hints, Answers and Help for March 18, #1011

Here are some hints and the answers for the NYT Connections puzzle for March 18 #1011.

Looking for the most recent Connections answers? Click here for today’s Connections hints, as well as our daily answers and hints for The New York Times Mini Crossword, Wordle, Connections: Sports Edition and Strands puzzles.


Today’s NYT Connections puzzle is pretty tricky, but musicians might find the blue group easy. Read on for clues and today’s Connections answers.

The Times has a Connections Bot, like the one for Wordle. Go there after you play to receive a numeric score and to have the program analyze your answers. Players who are registered with the Times Games section can now nerd out by following their progress, including the number of puzzles completed, win rate, number of times they nabbed a perfect score and their win streak.

Read more: Hints, Tips and Strategies to Help You Win at NYT Connections Every Time

Hints for today’s Connections groups

Here are four hints for the groupings in today’s Connections puzzle, ranked from the easiest yellow group to the tough (and sometimes bizarre) purple group.

Yellow group hint: Time between two things, maybe.

Green group hint: That smarts!

Blue group hint: Rockers know these well.

Purple group hint: You might write one out to pay a bill.

Answers for today’s Connections groups

Yellow group: Interval.

Green group: React to a stubbed toe.

Blue group: Guitar effects pedals.

Purple group: ____ check.

Read more: Wordle Cheat Sheet: Here Are the Most Popular Letters Used in English Words

What are today’s Connections answers?

The yellow words in today’s Connections

The theme is interval. The four answers are patch, period, spell and stretch.

The green words in today’s Connections

The theme is react to a stubbed toe. The four answers are curse, hop, wince and yell.

The blue words in today’s Connections

The theme is guitar effects pedals. The four answers are delay, reverb, wah and whammy.

The purple words in today’s Connections

The theme is ____ check. The four answers are blank, coat, rain and reality.

Toughest Connections puzzles

We’ve made a note of some of the toughest Connections puzzles so far. Maybe they’ll help you see patterns in future puzzles.

#5: Included «things you can set,» such as mood, record, table and volleyball.

#4: Included «one in a dozen,» such as egg, juror, month and rose.

#3: Included «streets on screen,» such as Elm, Fear, Jump and Sesame.

#2: Included «power ___» such as nap, plant, Ranger and trip.

#1: Included «things that can run,» such as candidate, faucet, mascara and nose.

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Technologies

My Kid Wanted Video Games. I Was Against It. This Console Gave Us Both the Win

The movement-based Nex Playground might be the antidote to parental screen time guilt.

When our 8-year-old started asking for video games, I knew we were about to engage in an uphill battle. Anytime we’ve been to friends’ houses with gaming consoles, he goes full zombie mode, then has an epic meltdown once the sensory overload wears off. And since he inevitably ropes his 6-year-old brother in, we’re essentially sealing both their fates.

So when our neighbors started raving about a movement-based gaming console called Nex Playground, my first instinct was to shut it down. The words «gaming console» alone were enough to put me in a mental block. Add in my own memories of Wii tennis sessions where I nearly took out the ceiling fan, and I was firmly in the «no» camp.

But after doing a little more research, I was intrigued enough to try it out. 

Screen time isn’t something I take lightly. With three kids ages 2 to 8, my husband and I have always been intentional about how and what they watch. They don’t have their own tablets, and most of their screen time happens on our family TV, which means whatever the oldest is exposed to quickly trickles down to our toddler. So anything we bring into the house has to work for all of them. Tall order, I know, but the Nex Playground gets surprisingly close.

Getting started is easy

The console itself is refreshingly simple. It’s a small cube, slightly larger than a Rubik’s cube, with a circular camera and motion sensor, a light indicator and two ports for power, and an HDMI connection to the TV. There’s no controller beyond a basic remote for navigating menus. For most games, your body is the controller. 

Setup is quick. Plug it in, connect it to your TV, and you’re ready to go. It doesn’t store video or upload footage to the cloud, which was an immediate plus. It also comes with a magnetic privacy cover that you can put on the lens when it’s not in use. 

At $250, it’s not cheap, but it’s less than some of the popular gaming consoles for this age range, like the Nintendo Switch 2. That gets you a five-game starter pack: Fruit Ninja, Go Keeper (soccer), Starri (think Guitar Hero for your whole body), Party Fowl (an AR emoji frenzy) and Whack-a-Mole. Additional games require a subscription: $89 a year or $49 for three months, which unlocks a library of 50-plus games and counting. New titles dropped even as I was writing this.

The library spans a surprisingly wide range. There are board game adaptations like Connect Four and Candy Land, character-driven games with Peppa Pig, Bluey and the Ninja Turtles, and sports like baseball and, yes, tennis — minus the ceiling fan hazard. There’s even parent-friendly content like Zumba workouts, which I may or may not have fully committed to on a rainy afternoon.

Even my toddler has gotten in on the action, mostly bouncing her way through Hungry Hungry Hippos when her brothers finally concede. 

Gameplay is where it wins

The movements range from swinging your arms to keep a ball in motion, hopping or full-body launches that are far more aggressive than what the game actually requires. (I’m not about to tell the kids otherwise.) After a 45-minute session, my kids are tired and sometimes even drenched in sweat. The Nex Playground entertains and burns energy in one fell swoop.

The graphics also seem intentionally simple and arcade-like, which fits the minimalist play experience. There’s no POV storyline to get lost in, no leveling up into a new world at 9 p.m. on a school night. Some games keep score, which awakens my kids’ competitive streak, but the vibe is more collaborative and hasn’t been the catalyst for more fighting like other games. If anything, it’s done the opposite. 

I still don’t love defaulting to a screen when my kids are bored, so we try to use it in moderation. In our house, piano practice is the only thing that unlocks weekend play time, and the fact that they’ll sit at the piano for a full hour tells you everything you need to know.

The verdict that matters most 

But the real test: Does it hold up to an 8-year-old who was dead set on a Nintendo Switch?

Short answer: yes. At least for now. He’d still pick the Switch if you asked him, but not for the reasons you’d expect. 

«The Playground is more tiring,» he told me, which only helped seal the deal for me. His current favorite is Homerun Hitters. «It’s basically a baseball game where you go against ranked global players. Me and my brother are really good at it.» 

This from a kid whose primary hobby is annoying his younger brother. The fact that he said «me and my brother» as a collective was an unexpected bonus.

The Switch may still show up on the Christmas list this year. And realistically, I know I’m on borrowed time. As kids get older, «cool» becomes the currency, and a motion-based cube probably won’t hold up against an Xbox or a Switch once playdates turn into side-by-side gaming sessions.

The Nex Playground isn’t a replacement for those. It’s more of a detour; it gives them a taste of gaming without all the usual side effects. Even if I do eventually cave, I can still see it sticking around for the occasional family game night or as a rainy-day sibling diffuser.

In the meantime, I’ll relish this simpler version of gaming while I still can. He’s not exactly rushing me to return this review unit. More importantly, neither am I.

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Technologies

Don’t Wait for New Emoji in iOS 26.4, Here’s How to Create Them on Your Own

If your iPhone has Apple Intelligence, you can create your own emoji now.

Apple will likely add new emoji to your iPhone when the company releases iOS 26.4. Those new emoji could include an orca, a distorted smiley face and more. According to Emojipedia, there are 3,953 emoji with more on the way. The current list of emoji include smileys, sports players, weather conditions and flags. But there’s no emoji for a dog wearing pajamas, a plate with burgers and fries and many other things. But if you have Genmoji on your iPhone you can create these emoji and many more.

Apple released iOS 18.2 in 2024 and the company introduced its own emoji generator, called Genmoji, to Apple Intelligence-capable iPhones at that time. The Unicode Standard, a universal character encoding standard, is responsible for creating new emoji, and approved emoji are added to all devices once a year. With Genmoji, you don’t have to wait for new emoji to appear on your iPhone each year. You can just create them as you need them.

Read on to learn how to use Genmoji on iPhone to create your own custom emoji. Just note that only iPhones with Apple Intelligence, like the iPhone 17 lineup, can use Genmoji at this time.

How to make custom emoji

1. Open Messages and go into a chat.
2. Tap the plus (+) button next to your text box.
3. Tap Genmoji.

You can then type a description of an emoji into the text box near the bottom of your screen and tap the check mark on your keyboard to enter that description into Genmoji. You can also tap different suggestions and themes that are right above the text box. And with iOS 26 or later, you can also combine and use emoji to create others rather than describing a new emoji or using suggestions.

Your iPhone will generate a series of new emoji for you to pick from according to your description, and you can swipe through these new emoji. When you find the one you want, tap Add in the top right corner of your screen and the new emoji will be available to use as an emoji, tapback or a sticker. Now you don’t have to wait for the Unicode Standard to propose, create and bring new emoji to devices.

For more iOS news, here’s what to know about iOS 26.3.1 and iOS 26.3. You can also check out our iOS 26 cheat sheet for other tips and tricks.

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