{"id":717,"date":"2026-03-11T12:32:57","date_gmt":"2026-03-11T12:32:57","guid":{"rendered":"https:\/\/0kill-7assists.com\/blog\/?p=717"},"modified":"2026-03-09T10:02:08","modified_gmt":"2026-03-09T10:02:08","slug":"concord-highguard-challenges","status":"publish","type":"post","link":"https:\/\/0kill-7assists.com\/blog\/concord-highguard-challenges\/","title":{"rendered":"Concord and Highguard Reveal Challenges That Could Even Stump Fortnite\u2019s 1.0 Era"},"content":{"rendered":"<p class=\"wp-block-paragraph\"><\/p><div>\n<p style=\"margin:0 0 12px 0\">\n    <strong>Concord<\/strong> and <strong>Highguard<\/strong> are putting pressure on a problem many players forgot existed: how a shooter earns trust when systems shift fast and expectations are loud. Back in the <strong>Fortnite 1.0 era<\/strong>, <i>early-building fundamentals<\/i> came from a different game loop, and not everyone wanted them. Today, newer titles face a similar squeeze, but with less patience from the crowd. I\u2019m talking about <strong>identity<\/strong>, <strong>readability<\/strong>, and whether the game feels fair on day one, even when it\u2019s still finding its feet.\n  <\/p>\n<p style=\"margin:0 0 12px 0\">\n    The hard part is that success can look random from the outside. <strong>Fortnite<\/strong> didn\u2019t start as a battle royale headline, it started as <i>Save the World roots<\/i> with <strong>fort-building<\/strong> meant to stop PvE waves. That legacy still shapes how players argue about <strong>zero build<\/strong> versus build. Concord and Highguard run into the same kind of tests: <i>mode clarity<\/i>, <i>player onboarding<\/i>, and the risk of being judged in week one as if they\u2019ve had ten years.\n  <\/p>\n<p style=\"margin:0\">\n    Under the hood, it\u2019s also a publisher question: do you patch and refine, or do you cut and run. We\u2019ve seen <strong>comebacks<\/strong> happen when teams keep tuning what\u2019s already there, and we\u2019ve also seen strong shooter names get shelved. That\u2019s the challenge Concord and Highguard reveal, and, honestly, it could stump the mindset from the <strong>Fortnite 1.0 era<\/strong>: <i>restraint<\/i>, <i>iteration<\/i>, and staying steady when the timeline is brutal.\n  <\/p>\n<\/div>\n\n<figure class=\"is-provider-youtube is-type-video wp-block-embed wp-block-embed-youtube wp-embed-aspect-16-9 wp-has-aspect-ratio\"><div class=\"wp-block-embed__wrapper\">\n<iframe loading=\"lazy\" title=\"I Played The Concord Killer (Highguard)\" width=\"500\" height=\"281\" src=\"https:\/\/www.youtube.com\/embed\/kRQtKPL5MDI?feature=oembed\" frameborder=\"0\" allow=\"accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share\" referrerpolicy=\"strict-origin-when-cross-origin\" allowfullscreen><\/iframe>\n<\/div><\/figure>\n\n<div id=\"ez-toc-container\" class=\"ez-toc-v2_0_82_2 ez-toc-wrap-center counter-hierarchy ez-toc-counter ez-toc-transparent ez-toc-container-direction\">\n<div class=\"ez-toc-title-container\">\n<p class=\"ez-toc-title\" style=\"cursor:inherit\">Sommaire<\/p>\n<span class=\"ez-toc-title-toggle\"><a href=\"#\" class=\"ez-toc-pull-right ez-toc-btn ez-toc-btn-xs ez-toc-btn-default ez-toc-toggle\" aria-label=\"Toggle Table of Content\"><span class=\"ez-toc-js-icon-con\"><span class=\"\"><span class=\"eztoc-hide\" style=\"display:none;\">Toggle<\/span><span class=\"ez-toc-icon-toggle-span\"><svg style=\"fill: #999;color:#999\" xmlns=\"http:\/\/www.w3.org\/2000\/svg\" class=\"list-377408\" width=\"20px\" height=\"20px\" viewBox=\"0 0 24 24\" fill=\"none\"><path d=\"M6 6H4v2h2V6zm14 0H8v2h12V6zM4 11h2v2H4v-2zm16 0H8v2h12v-2zM4 16h2v2H4v-2zm16 0H8v2h12v-2z\" fill=\"currentColor\"><\/path><\/svg><svg style=\"fill: #999;color:#999\" class=\"arrow-unsorted-368013\" xmlns=\"http:\/\/www.w3.org\/2000\/svg\" width=\"10px\" height=\"10px\" viewBox=\"0 0 24 24\" version=\"1.2\" baseProfile=\"tiny\"><path d=\"M18.2 9.3l-6.2-6.3-6.2 6.3c-.2.2-.3.4-.3.7s.1.5.3.7c.2.2.4.3.7.3h11c.3 0 .5-.1.7-.3.2-.2.3-.5.3-.7s-.1-.5-.3-.7zM5.8 14.7l6.2 6.3 6.2-6.3c.2-.2.3-.5.3-.7s-.1-.5-.3-.7c-.2-.2-.4-.3-.7-.3h-11c-.3 0-.5.1-.7.3-.2.2-.3.5-.3.7s.1.5.3.7z\"\/><\/svg><\/span><\/span><\/span><\/a><\/span><\/div>\n<nav><ul class='ez-toc-list ez-toc-list-level-1 eztoc-toggle-hide-by-default' ><li class='ez-toc-page-1 ez-toc-heading-level-2'><a class=\"ez-toc-link ez-toc-heading-1\" href=\"https:\/\/0kill-7assists.com\/blog\/concord-highguard-challenges\/#What_do_Concord_and_Highguard_show_about_modern_live_games\" >What do Concord and Highguard show about modern live games?<\/a><\/li><li class='ez-toc-page-1 ez-toc-heading-level-2'><a class=\"ez-toc-link ez-toc-heading-2\" href=\"https:\/\/0kill-7assists.com\/blog\/concord-highguard-challenges\/#Why_would_these_challenges_even_stump_Fortnites_10_era\" >Why would these challenges even stump Fortnite\u2019s 1.0 era?<\/a><\/li><li class='ez-toc-page-1 ez-toc-heading-level-2'><a class=\"ez-toc-link ez-toc-heading-3\" href=\"https:\/\/0kill-7assists.com\/blog\/concord-highguard-challenges\/#How_did_Fortnites_early_pivot_shape_todays_shooter_playbook\" >How did Fortnite\u2019s early pivot shape today\u2019s shooter playbook?<\/a><\/li><li class='ez-toc-page-1 ez-toc-heading-level-2'><a class=\"ez-toc-link ez-toc-heading-4\" href=\"https:\/\/0kill-7assists.com\/blog\/concord-highguard-challenges\/#Can_comebacks_like_Rainbow_Six_Siege_still_happen_today\" >Can comebacks like Rainbow Six Siege still happen today?<\/a><\/li><li class='ez-toc-page-1 ez-toc-heading-level-2'><a class=\"ez-toc-link ez-toc-heading-5\" href=\"https:\/\/0kill-7assists.com\/blog\/concord-highguard-challenges\/#What_publisher_decisions_keep_games_alive_or_shut_them_down\" >What publisher decisions keep games alive or shut them down?<\/a><\/li><li class='ez-toc-page-1 ez-toc-heading-level-2'><a class=\"ez-toc-link ez-toc-heading-6\" href=\"https:\/\/0kill-7assists.com\/blog\/concord-highguard-challenges\/#Conclusion\" >Conclusion<\/a><\/li><li class='ez-toc-page-1 ez-toc-heading-level-2'><a class=\"ez-toc-link ez-toc-heading-7\" href=\"https:\/\/0kill-7assists.com\/blog\/concord-highguard-challenges\/#Sources\" >Sources<\/a><\/li><\/ul><\/nav><\/div>\n<h2 class=\"wp-block-heading\"><span class=\"ez-toc-section\" id=\"What_do_Concord_and_Highguard_show_about_modern_live_games\"><\/span>What do Concord and Highguard show about modern live games?<span class=\"ez-toc-section-end\"><\/span><\/h2>\n\n<p class=\"wp-block-paragraph\">When people talk about <strong>live-service shooters<\/strong>, they often picture a smooth launch, big streamer numbers, and a clean road map. Concord and the story around \u201cHighguard\u201d (as a shorthand for a project that didn\u2019t get the runway it needed) hint at a tougher reality : shipping a multiplayer game in 2026 means surviving a market that\u2019s already crowded, impatient, and brutally efficient at sorting winners from \u201cwe\u2019ll check back later\u201d. I\u2019ve been around Fortnite long enough to remember when its identity wasn\u2019t locked in, and it\u2019s wild how many players today assume success was guaranteed. Back in the <strong>Fortnite 1.0 era<\/strong>, Epic had room to iterate because the ecosystem was smaller; now, visibility is rented by the hour, and retention has to be earned daily.<\/p>\n\n<p class=\"wp-block-paragraph\">That\u2019s where the Concord\/Highguard lesson lands : <strong>content cadence<\/strong>, <strong>matchmaking quality<\/strong>, *netcode feel*, and *anti-cheat trust* aren\u2019t \u201cnice to have\u201d. If a game stumbles early, even for reasons outside the dev team\u2019s control, the audience moves on fast. And I\u2019m staying neutral here : some launches struggle because the game needs tuning, others because marketing whiffs, and sometimes it\u2019s timing\u2014dropping the same week as a major update in an established title is rough. What\u2019s changed since early Fortnite is the tolerance for rough edges. Players will still forgive a lot\u2014just not for long.<\/p>\n\n<p class=\"wp-block-paragraph\">There\u2019s also a creative side to it. Modern shooters can be technically solid and still feel \u201cunreadable\u201d to new players : too many systems, too many currencies, too many tutorial walls. If Concord aims for high-skill coordination, and if Highguard represents a project that never got to fully communicate its identity, the shared challenge becomes clear : making a game feel welcoming without sanding off what makes it special. That balance is harder today than it was when Fortnite was still figuring out whether it was a <strong>co-op PvE game<\/strong> or a <strong>battle royale phenomenon<\/strong>.<\/p>\n\n<h2 class=\"wp-block-heading\"><span class=\"ez-toc-section\" id=\"Why_would_these_challenges_even_stump_Fortnites_10_era\"><\/span>Why would these challenges even stump Fortnite\u2019s 1.0 era?<span class=\"ez-toc-section-end\"><\/span><\/h2>\n        \n         \n        <figure class=\"wp-block-image size-full\">\n          <img decoding=\"async\" src=\"https:\/\/0kill-7assists.com\/blog\/wp-content\/uploads\/2026\/03\/Why-would-these-challenges-even.jpeg\" alt=\"Why would these challenges even stump Fortnite\u2019s 1.0 era?\">\n        <\/figure>\n        \n          \n\n<p class=\"wp-block-paragraph\">Fortnite\u2019s early DNA was built in a different context. The original foundation\u2014<strong>Fortnite: Save the World<\/strong>\u2014was rooted in *tower defense rhythms* : gather resources, build forts, hold off PvE waves. Those <strong>building mechanics<\/strong> weren\u2019t random; they were the whole point. When Battle Royale exploded later, that same building system became polarizing, and that tension still echoes today in how many players prefer <strong>Zero Build<\/strong>. The key detail: in the 1.0 era, Epic could pivot because it had time, capital, and a team willing to reframe the product without scrapping everything.<\/p>\n\n<p class=\"wp-block-paragraph\">Concord- or Highguard-style problems would have been brutal for early Fortnite because the old ecosystem didn\u2019t offer today\u2019s safety nets. There wasn\u2019t the same mature toolkit for *cross-platform parity*, *live ops analytics*, and rapid hotfix pipelines built to service tens of millions at once. And the community expectations weren\u2019t standardized yet; now players compare everything to the best-in-class experience they already have installed. One rough matchmaking week can stain a game\u2019s reputation across TikTok, Discord, and Reddit before the studio finishes its first patch cycle.<\/p>\n\n<ul class=\"wp-block-list\"><li><strong>Retention pressure<\/strong> is immediate : day-1 to day-7 drop-off is watched like a hawk, with *little patience* for \u201cwe\u2019ll improve soon\u201d.<\/li><li><strong>Content expectations<\/strong> are heavier : players anticipate frequent updates, events, and *seasonal beats* from week one.<\/li><li><strong>Competitive integrity<\/strong> is scrutinized : *anti-cheat*, ranked fairness, and server stability can define the narrative fast.<\/li><li><strong>Identity clarity<\/strong> matters : if the pitch is fuzzy, the audience labels the game \u201cmid\u201d and moves on.<\/li><\/ul>\n\n<h2 class=\"wp-block-heading\"><span class=\"ez-toc-section\" id=\"How_did_Fortnites_early_pivot_shape_todays_shooter_playbook\"><\/span>How did Fortnite\u2019s early pivot shape today\u2019s shooter playbook?<span class=\"ez-toc-section-end\"><\/span><\/h2>\n\n<p class=\"wp-block-paragraph\">Fortnite is often treated as a simple success story, but the real takeaway is messier: Epic didn\u2019t just \u201cmake a battle royale\u201d. It <strong>repositioned an existing game<\/strong> under pressure from the battle royale wave sparked by PUBG, while keeping Save the World alive as a paid mode. That decision alone still teaches studios a hard lesson about resource allocation. You can keep multiple modes running, sure, but community energy usually consolidates around what\u2019s free, what\u2019s streamed, and what\u2019s updated the fastest. That\u2019s not a moral judgment; it\u2019s just how <strong>player behavior<\/strong> tends to work.<\/p>\n\n<p class=\"wp-block-paragraph\">When I look at Concord\/Highguard through that lens, I think about the unglamorous work: instrumentation, fast iteration, and being willing to adjust a system that \u201clooks good on paper\u201d but feels off in real matches. Fortnite\u2019s <strong>building vs. gunplay<\/strong> tension is a classic example of a mechanic that\u2019s both a signature and a barrier. Epic didn\u2019t solve that by writing essays; it solved it by shipping options\u2014like <strong>Zero Build playlists<\/strong>\u2014and letting players self-select. That mindset is basically the modern <strong>live game strategy<\/strong> : create lanes, reduce friction, and keep the core loop readable.<\/p>\n\n<p class=\"wp-block-paragraph\">Another angle is perception. A game can be technically solid and still be framed as \u201cmeaningless\u201d by critics if the loop doesn\u2019t resonate culturally. Fortnite survived that kind of skepticism and built a decade-long footprint anyway. For Concord or any Highguard-like project, the question becomes: can the studio communicate what the game is for, who it\u2019s for, and why it deserves time over the familiar giants? That\u2019s marketing, yes, but it\u2019s also product design. If the first hour doesn\u2019t provide a clear \u201cI get it\u201d moment, even strong mechanics struggle to travel.<\/p>\n\n<h2 class=\"wp-block-heading\"><span class=\"ez-toc-section\" id=\"Can_comebacks_like_Rainbow_Six_Siege_still_happen_today\"><\/span>Can comebacks like Rainbow Six Siege still happen today?<span class=\"ez-toc-section-end\"><\/span><\/h2>\n        \n         \n        <figure class=\"wp-block-image size-full\">\n          <img decoding=\"async\" src=\"https:\/\/0kill-7assists.com\/blog\/wp-content\/uploads\/2026\/03\/Can-comebacks-like-Rainbow-Six.jpeg\" alt=\"Can comebacks like Rainbow Six Siege still happen today?\">\n        <\/figure>\n        \n          \n\n<p class=\"wp-block-paragraph\">Rainbow Six Siege is the example I bring up when someone says, \u201cIf a multiplayer game launches soft, it\u2019s over.\u201d Siege had a rougher start than many people remember, and it wasn\u2019t chasing the battle royale gold rush either. Ubisoft stuck with it, corrected issues, and steadily shaped it into a respected <strong>competitive tactical shooter<\/strong>. That kind of comeback is still possible, but it depends on runway: budget, leadership patience, and a team that can keep shipping meaningful improvements without burning out. And yeah, I\u2019m saying this in a very human way: not every studio gets that time. Some teams don\u2019t even get a second month.<\/p>\n\n<p class=\"wp-block-paragraph\">Modern realities make comebacks harder to document, too. A turnaround is rarely a single headline; it\u2019s months of patch notes, community feedback threads, and slow trust-building. If Concord or a Highguard-like project is trying to climb back, it needs a visible cadence: clear patch goals, honest communication, and measurable improvements players can feel in a match. The \u201cfeel\u201d part gets ignored in corporate talk, but players notice it instantly\u2014hit registration, audio cues, spawn logic, and whether ranked matches seem fair. Those are the details that convert skepticism into, \u201cOk, this is actually solid.\u201d<\/p>\n\n<p class=\"wp-block-paragraph\">There\u2019s also a softer layer: players will spend money when they feel respected. For anyone coming from Fortnite, cosmetics are part of the culture, but earning goodwill matters. One practical move is offering legit value without turning the store into a pressure cooker. If you\u2019re looking for a Fortnite-adjacent angle on that economy, this guide on <strong>free Fortnite cosmetics<\/strong> is a useful reference point for how players think about *cosmetic rewards* and *limited-time drops* : <a href=\"https:\/\/0kill-7assists.com\/blog\/free-fortnite-cosmetics\/\" target=\"_blank\" rel=\"noopener noreferrer\">https:\/\/0kill-7assists.com\/blog\/free-fortnite-cosmetics\/<\/a>. It\u2019s not about copying Fortnite; it\u2019s about understanding why incentives work when they feel fair.<\/p>\n\n<h2 class=\"wp-block-heading\"><span class=\"ez-toc-section\" id=\"What_publisher_decisions_keep_games_alive_or_shut_them_down\"><\/span>What publisher decisions keep games alive or shut them down?<span class=\"ez-toc-section-end\"><\/span><\/h2>\n\n<p class=\"wp-block-paragraph\">Publishers don\u2019t just fund games; they decide whether a community gets time to form. You can see that contrast across the shooter genre. Epic, despite massive Fortnite revenue, discontinued the return of Unreal Tournament\u2019s modern revival, even though it had promising work shown years ago. On the other side, Bethesda has kept a small team maintaining Quake Champions for a relatively small player base, which says something about restraint and respect for niche communities. Neither approach is automatically \u201cright\u201d : budgets, opportunity costs, and staffing realities are real. Still, for players, these decisions shape whether a game becomes a memory or remains a living hobby.<\/p>\n\n<p class=\"wp-block-paragraph\">Here\u2019s a simple way to look at how these choices affect outcomes in <strong>multiplayer shooter ecosystems<\/strong>, with *real-world style patterns* rather than hype :<\/p>\n\n<p class=\"wp-block-paragraph\"><\/p><div>\n<table style=\"width:100%;border-collapse:collapse;min-width:720px\">\n<thead>\n<tr style=\"background:linear-gradient(180deg,#f7f7f7 0%,#f1f1f1 100%)\">\n<th style=\"text-align:left;padding:12px;border-bottom:1px solid #e6e6e6\">Publisher move<\/th>\n<th style=\"text-align:left;padding:12px;border-bottom:1px solid #e6e6e6\">What players feel<\/th>\n<th style=\"text-align:left;padding:12px;border-bottom:1px solid #e6e6e6\">Typical outcome<\/th>\n<\/tr>\n<\/thead>\n<tbody>\n<tr>\n<td style=\"padding:12px;border-bottom:1px solid #e6e6e6\"><strong>Keep a small live team<\/strong> for updates<\/td>\n<td style=\"padding:12px;border-bottom:1px solid #e6e6e6\">\u201cThey haven\u2019t abandoned us\u201d, *trust slowly grows*<\/td>\n<td style=\"padding:12px;border-bottom:1px solid #e6e6e6\">Stable niche community, steady fixes over time<\/td>\n<\/tr>\n<tr>\n<td style=\"padding:12px;border-bottom:1px solid #e6e6e6\"><strong>Hard pivot<\/strong> the product direction<\/td>\n<td style=\"padding:12px;border-bottom:1px solid #e6e6e6\">Excitement for some, confusion for others, *identity debates*<\/td>\n<td style=\"padding:12px;border-bottom:1px solid #e6e6e6\">Potential breakout, or split audience if messaging is unclear<\/td>\n<\/tr>\n<tr>\n<td style=\"padding:12px\"><strong>Sunset or freeze<\/strong> development early<\/td>\n<td style=\"padding:12px\">\u201cWhy invest time here?\u201d, *community drains quickly*<\/td>\n<td style=\"padding:12px\">Fast decline, missed potential, displaced teams and players<\/td>\n<\/tr>\n<\/tbody>\n<\/table>\n<\/div>\n\n<h2 class=\"wp-block-heading\"><span class=\"ez-toc-section\" id=\"Conclusion\"><\/span>Conclusion<span class=\"ez-toc-section-end\"><\/span><\/h2>\n        \n         \n        <figure class=\"wp-block-image size-full\">\n          <img decoding=\"async\" src=\"https:\/\/0kill-7assists.com\/blog\/wp-content\/uploads\/2026\/03\/Conclusion-20.jpeg\" alt=\"Conclusion\">\n        <\/figure>\n        \n          \n\n<p class=\"wp-block-paragraph\"><\/p><div>\n<p style=\"margin:0 0 10px 0;line-height:1.5\">\n    Concord and the Highguard reveal highlight a familiar pressure point: how to ship a fresh shooter when players expect <strong>tight gunfeel<\/strong>, <strong>clear readability<\/strong>, and <strong>fair matchmaking<\/strong> from day one. It\u2019s a tough bar, and it can feel higher than what early Fortnite players tolerated during the <strong>Fortnite 1.0 era<\/strong>, when systems were rougher and the audience was still forming.\n  <\/p>\n<p style=\"margin:0;line-height:1.5\">\n    The lesson isn\u2019t nostalgia, it\u2019s discipline. Successful live games survive on <strong>fast iteration<\/strong>, <strong>transparent patch notes<\/strong>, and <strong>community-tested updates<\/strong>, not on hype alone. If these projects can prove they listen, tune balance quickly, and communicate clearly, they\u2019ve got a real shot. If not, well, players move on, and they do it fast, franchement.\n  <\/p>\n<\/div>\n\n<h2 class=\"wp-block-heading\"><span class=\"ez-toc-section\" id=\"Sources\"><\/span>Sources<span class=\"ez-toc-section-end\"><\/span><\/h2>\n\n<ol class=\"wp-block-list\"><li>Epic Games. \u00ab Fortnite | Save the World \u00bb. Epic Games, s.d. Consult\u00e9 le 2026-03-09. <a href=\"https:\/\/www.epicgames.com\/fortnite\/en-US\/save-the-world\" rel=\"nofollow noopener noreferrer\" target=\"_blank\">Consulter<\/a><\/li><li>Epic Games. \u00ab Fortnite | Battle Royale \u00bb. Epic Games, s.d. Consult\u00e9 le 2026-03-09. <a href=\"https:\/\/www.epicgames.com\/fortnite\/en-US\/battle-royale\" rel=\"nofollow noopener noreferrer\" target=\"_blank\">Consulter<\/a><\/li><li>Ubisoft. \u00ab Tom Clancy\u2019s Rainbow Six Siege \u00bb. Ubisoft, s.d. Consult\u00e9 le 2026-03-09. <a href=\"https:\/\/www.ubisoft.com\/en-us\/game\/rainbow-six\/siege\" rel=\"nofollow noopener noreferrer\" target=\"_blank\">Consulter<\/a><\/li><li>Bethesda Softworks. \u00ab Quake Champions \u00bb. Bethesda Softworks, s.d. Consult\u00e9 le 2026-03-09. <a href=\"https:\/\/bethesda.net\/en\/game\/quakechampions\" rel=\"nofollow noopener noreferrer\" target=\"_blank\">Consulter<\/a><\/li><\/ol>\n\n<p class=\"wp-block-paragraph\">Source: <a href=\"https:\/\/www.destructoid.com\/concord-and-highguard-show-that-even-fortnite-would-struggle-with-its-1-0-version-today\/\" rel=\"nofollow noopener\" target=\"\">www.destructoid.com<\/a><\/p>\n\n","protected":false},"excerpt":{"rendered":"<p>Concord and Highguard are putting pressure on a problem many players forgot existed: how a shooter earns trust when systems 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