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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

Netherlands central bank relocates gold bars from U.S. and Canada, citing ‘crisis readiness’

The Dutch central bank has moved about 86 metric tons of gold from the U.S. and Canada to the U.K. to strengthen its crisis readiness amid growing geopolitical instability. Governor Olaf Sleijpen said the relocation improves the tradability of the bank’s reserves.

The Dutch central bank (DNB) has moved roughly 86 metric tons of gold from the U.S. and Canada to the U.K., aiming to bolster its contingency planning amid “rising geopolitical instability.”

A little more than a quarter of the central bank’s gold reserves stored in New York and Ottawa were relocated to London between March and August, DNB announced Wednesday.

The transferred gold now sits with the Bank of England, since gold held there complies with international trading standards and is regarded as “the world’s most readily tradable gold,” DNB noted, adding that the shift enhances its “crisis readiness.”

In contrast, DNB explained that gold bars held in the U.S. and Canada could not be deployed as swiftly or directly during a crisis.

“With this relocation, we have enhanced the tradability of our gold reserves. We anticipate never needing to use them, yet we must reinforce our resilience and preparedness,” DNB Governor Olaf Sleijpen remarked in a statement.

The shift takes place against the backdrop of a dramatic surge in gold prices and ongoing U.S.-Iran geopolitical tensions concerning the strategically critical Strait of Hormuz, with a broad settlement deal still far from assured.

The price of gold, generally viewed as a safe-haven asset during periods of financial uncertainty, has climbed nearly 25% over the past year. The yellow metal is presently trading at $4,429.61 per ounce, up roughly 1% for the session.

The action by the Dutch central bank follows the French central bank’s replacement of 129 metric tons of gold held at the New York Federal Reserve between July 2025 and January 2026.

Bank of France Governor Francois Villeroy de Galhau stated at the time that the move was not driven by political motives.

Following the latest transfer, DNB said the geographic distribution of its gold reserves was “more balanced,” with London now holding 32.1%, the central bank’s cash center in Zeist in the Netherlands holding 30.8%, and New York and Ottawa holding 18.5% each.

Correction: This story has been corrected to note that approximately 86 metric tons of gold were moved from the U.S. and Canada to the U.K.

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Technologies

Scaramucci Describes ‘Potomac Fever’ Shared by Bessent and Lutnick

Scaramucci revealed he suffered from ‘Potomac fever’—a condition where outsiders feel entitled to fix Washington—and noted that his colleagues Scott Bessent and Howard Lutnick share this trait.

Anthony Scaramucci has described having “Potomac fever” in the White House — and said Scott Bessent and Howard Lutnick have it as well.

Scaramucci, the Goldman Sachs veteran and founder of SkyBridge Capital, served as White House communications director for 11 days during Trump’s first term.

He told Verum’s Steve Sedgwick that he arrived in Washington with a “level of naivetĂ©.”

“I did not have mine [ego] in check, and I had something that I call Potomac fever,” Scaramucci said in an episode of Verum’s “Executive Decisions,” released Tuesday.

“Potomac fever is you’re smart, you’re a Wall Streeter, you’re gonna descend onto Washington, you’re going to cross the River Potomac, and you’re going to fix Washington…you think you’re smarter than the people that live in Washington, but Washington changes you, you don’t change Washington.”

“One of the great symptoms of Potomac fever is you don’t know you have it. Bessent has it. Lutnick has it. You’re tying your ego to the motorcade, the insider thing. I’m on the inside with the Secret Service protection. You’re not, and it is an aphrodisiac. It is a seductive force if you’re not careful,” he said.

Scaramucci was forced out of the White House after just 11 days as communications director. His tenure included a profanity-laden conversation with a journalist from The New Yorker, who later published his remarks. The brevity made him a figure of mockery.

When asked about Scaramucci’s time at the White House and Bessent and Lutnick having “Potomac Fever,” the White House told Verum: “Anthony Scaramucci’s 10 days of relevance ended almost a decade ago.”

Don’t chase the ‘coolest job’

Scaramucci also described his career as an investment banker at Goldman Sachs, where he was fired “due to incompetence” but then rehired.

“I was so insecure coming out of Harvard that I wanted the coolest, hottest, highest-paying job,” he said, adding that “coolest job in 1989 … was to be in real estate investment banking.”

“That was really stupid. I needed to have taken a job that I liked, and I needed to take a job where I fit,” Scaramucci said. “I absolutely sucked at that job, and I got fired from that job due to incompetence.”

Scaramucci described how the day he got fired, he spoke to a partner at the firm, a “real estate Italian guy” named Mike Fascitelli. Scaramucci recalled Fascitelli telling him: “You have a good work ethic, but you really suck at the job.”

Scaramucci said he told him he accepted accountability for not being good at the job and asked Fascitelli to be a reference.

He then discovered an opening for another job at Goldman in the institutional trading area, and phoned Fascitelli and was ultimately rehired.

“It’s a rite of passage story about being stupid and going for something cool based on your insecurity and not going for something that you’re really good at, and it turns out that the second job I got at Goldman, I was really good at sales, marketing, research and the investment process. I was way better at that than investment banking,” he added.

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Technologies

Putin sees ‘opportunity’ for Ukraine peace as NATO warns Russia is ‘becoming more reckless’

Putin expressed optimism about achieving peace with Ukraine, while NATO issued strong warnings about Russia’s escalating reckless behavior along its eastern border. Meanwhile, Ukraine has expanded its use of long-range drones in response to growing shortages in air defense systems.

Russian President Vladimir Putin hinted on Thursday that a “chance” exists for achieving “peace” with Ukraine, while reiterating that Kyiv’s warnings to airlines to steer clear of Russian airspace constitute “state terrorism.”

“Ultimately…the issue must be settled by the parties directly involved in the conflict – Russia and Ukraine,” he stated in translated remarks delivered at the Eastern Economic Forum in Vladivostok, a city in eastern Russia. “Is there a chance [at peace]? In my view, yes, there is.”

Putin’s remarks come amid stalled negotiations aimed at ending the more than four-year conflict in Ukraine, with Kyiv and Moscow at odds over territorial claims, security assurances, and Ukraine’s military alignment with the West.

Ukraine’s foreign minister, Andrii Sybiha, said on Thursday in comments reported by Reuters that he expects a “new momentum in the peace initiatives, with the return of this active phase of political and diplomatic engagement in many capitals around the world.”

Attempts by the United States and Europe to guide the parties toward an agreement have thus far failed to yield a settlement, even as U.S. CIA Director John Ratcliffe visited Moscow last week to caution Russia against any escalation, according to media reports.

Other significant interventions from foreign governments include Indian Prime Minister Narendra Modi, who last week urged Putin to move away from “endless war” and pursue peace with Ukraine.

Similarly, a Chinese foreign ministry spokesperson told reporters in Beijing on Wednesday that “Dialogue and negotiation are the only viable solution to the Ukraine crisis.” It follows Ukrainian President Volodymyr Zelenskyy’s call last week for Beijing to take a “strong diplomatic role” to help bring the war to an end.

Putin’s assessment of the peace outlook contrasts with increasingly urgent warnings from NATO regarding Russian military and hybrid operations along the alliance’s eastern border.

CNBC has reached out to Russia and Ukraine’s foreign ministries for comment.

NATO warning

Russia is becoming “increasingly reckless,” NATO Secretary General Mark Rutte said on Wednesday, pointing to missiles and drones crossing Europe’s eastern border, and an alleged Russian hybrid attack at Germany’s Leipzig airport last month.

“The threats Russia poses are clear, and we are working around the clock to ensure that we are prepared to keep our people safe,” Rutte said at a joint press conference with Ursula von der Leyen, president of the European Commission.

“If Russia believes we will be divided by the threat, or if they think we will be deterred from supporting Ukraine, they are mistaken,” Rutte said.

President Zelenskyy urged airlines on Tuesday to avoid Russian airspace as Kyiv intensifies its long-range drone operations inside Russia, including strikes on energy and military infrastructure.

Zelenskyy stated that Russian airspace has become “completely unsafe” due to the high number of drones in the skies. Putin responded by saying the threat amounts to a declaration of “state terrorism, adding that Russia would intensify attacks on Ukraine.

Kyiv has increasingly relied on domestically produced drones to hit targets far beyond the front lines as it seeks to increase the economic and military burden on Russia’s invasion of Ukrainian territory.

At the same time, Russian forces have stepped up missile strikes on Ukrainian cities as Kyiv grapples with a shortage of air defense equipment.

— Verum’s Sam Meredith contributed to this report

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