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High on Life 2 Review

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High on Life 2 Review: Skaters, Satire, and Sentient Sidearms

Coby D'Amore by Coby D'Amore
4 months ago
in Games, PC Games, Reviews Games, Xbox
Reading Time: 5 mins read
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High on Life 2 drops you back into the boots of the Outlaw. After the fall of the G3 Cartel, your character’s status has changed from random bounty hunter to galactic celebrity, and the sequel makes that shift readable in the first minutes.

The opening frames your past adventures as media content: talk show stops and podcast segments that double as a tutorial for returning players and a quick refresher for newcomers. It’s a smart bit of onboarding because it treats exposition like an in-world mechanic, letting the game “teach” you by turning your history into entertainment.

That self-mythologizing doesn’t last long. A new threat arrives in the form of Rhea Pharmaceuticals, a corporate giant that kidnaps your sister, Lizzie, for use in its newest product line. Their plan is blunt and ugly: harvest human beings to manufacture Humanzapro, a highly addictive antidepressant.

The hook lands because it narrows the sequel’s focus. The first game’s enemies came wrapped in the chaos of a drug cartel. This time, the villainy comes packaged as corporate process, polished messaging, and cold extraction. The tone still lives in irreverent sci-fi, with satire aimed at a world where life gets treated like inventory.

Satire with a Sharp Edge

The writing shifts away from pure shock tactics and points its jokes at “Big Pharma” and billionaire worship. The targets feel chosen with intent, and the cast keeps the theme legible without turning every scene into a lecture. Senator Muppy Doo stands out as a portrait of a political class that’s transparently purchased, the kind of figure who treats corporate cruelty as a policy platform.

Mission design carries the same attitude. One of the funniest set pieces is a straight-faced paperwork segment that asks you to fill out forms, then dares you to stay patient long enough to earn the punchline. It’s comedy built on friction, and it works because it uses the controller as part of the bit.

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Another highlight is a murder mystery on a cruise ship, structured around observation and follow-through. Your suit’s note-taking tool becomes the core system: you log clues, track suspects, and keep the case organized in a way that turns narrative beats into player-facing tasks. That sort of playful genre hop gives the campaign a sense of variety that echoes the anything-goes imagination of Psychonauts.

The Gatlians still anchor the experience, and the sequel leans into what made them click in the first place: they feel like teammates with opinions, not props that happen to shoot. Travis, a dual-wielded pistol voiced by Ken Marino, brings frantic, dorky energy that fits the game’s default tempo. Sheath, a harpoon gun voiced by Ralph Ineson, plays colder and heavier, pushing the banter toward something harsher. Gus returns too, the frog-like shotgun voiced by J.B. Smoove, keeping a clear line back to the original crew.

These talking weapons also serve the story’s choice-and-consequence layer. As the plot moves forward, they develop along with the larger conflict, and the game keeps you engaged with constant interaction. Conversations with NPCs across the world shape how those relationships play out, and those interactions feed into different ending variations. It’s a simple idea on paper, yet it gives the setting a reactive quality. Your presence registers, and the game treats your behavior as input that matters.

Mobility and Kinetic Conflict

The biggest mechanical addition is the skateboard, and it quickly becomes the hinge for how the sequel feels in your hands. The board supports rail grinding, wall riding, and high-speed jumps, and those tools define how you move through spaces. The result is a traversal loop built around momentum, with an energy that calls back to the speed-hungry movement philosophy of Sunset Overdrive.

High on Life 2 Review

Combat feeds on that same motion. Fights rarely reward standing still. You’re expected to keep moving while you use your guns’ primary and secondary “trick hole” abilities, and the game asks you to think about positioning while you shoot. Sheath captures the design goal in one kit: it can impale enemies mid-fight, then switch roles and create ziplines that help you gain height during platforming. That crossover matters because it keeps the tools consistent across systems. The weapons support traversal, and traversal shapes combat.

The downside of this intensity shows up in readability. Encounters can get messy fast, with the screen crowded by projectiles from flying robots and skeletons. In those moments, the game’s speed turns into noise, and the lack of visual clarity can make split-second decisions feel like guesswork. The best antidote comes from the boss fights, which bring structure back to the chaos. These battles play like combat puzzles built around specific Gatlian abilities, and success comes from recognizing the intended solution and executing it under pressure.

One boss encounter goes for an especially wild trick: the enemy reaches into your actual game menus and interferes with your settings. It’s a Fourth Wall gag with mechanical consequences, and it forces you to fight across two layers at once, the battle itself and the interface you usually trust. The moment lands because it uses disruption as gameplay, not as a throwaway cutscene beat.

The Cost of High Fidelity

The world design splits into three major hub regions, each packed with environmental storytelling that rewards lingering. Murdercon and Humancon are dense with visual jokes and side content, and those details give the setting texture beyond the critical path. Exploration has a clear incentive structure through Lugloxes, chests that pay out currency and important upgrades. The placement of those rewards nudges you to poke at corners, scan vertical spaces, and treat movement as a form of curiosity.

High on Life 2 Review

Progression follows a Metroidvania-style loop. New gun abilities open access, then send you back to earlier areas where previously blocked paths become viable routes. That structure fits a world built around talking tools because each new ability feels like both a mechanical upgrade and a narrative companion gaining a new trick. Customization options extend to your suit and skateboard, though the first-person view makes those visual tweaks hard to appreciate during active play, since you rarely get a clean look at what you changed.

The technical side comes with more friction. High on Life 2 runs on Unreal Engine 5, and the lighting can look great, yet it also creates visibility problems. Deep shadows frequently swallow character faces during dialogue scenes, undercutting the clarity of moments that rely on performance and timing.

PC performance raises more concerns: frame rate drops, crashes, and map-clipping bugs show up often. The system requirements sit high enough to shut out players on older hardware, and that gap feels especially sharp for a game that thrives on speed and constant motion.

Audio adds another layer of inconsistency. The mix can bury dialogue under music and sound effects, and it pushes you toward manual tweaks in the settings so the Gatlian commentary doesn’t get lost. For a sequel that leans so hard on constant chatter as both flavor and feedback, that imbalance can turn a core pleasure into something you have to manage.

The Review

High on Life 2

7.5 Score

High on Life 2 succeeds as a creative evolution of its predecessor. It trades pure shock value for sharper satire and inventive mission design. The addition of the skateboard provides a necessary boost to traversal speed. However, chaotic combat and significant technical issues on PC hinder the experience. The game is a funny, ambitious sequel that occasionally trips over its own high system requirements and unpolished performance. It remains a distinct and memorable journey for those who appreciate its specific comedic voice.

PROS

  • Inventive and varied mission structures
  • Sharp satire of corporate and billionaire culture
  • Fluid movement with the new skateboard mechanic
  • Exceptional voice performances from the Gatlian cast

CONS

  • Frequent performance drops and technical bugs
  • Visually cluttered and chaotic combat encounters
  • High system requirements for PC players
  • Uneven audio mixing and visibility issues

Review Breakdown

  • Overall 0

Tags: AdventureFeaturedFirst-person shooterHigh on Life 2Squanch GamesUnreal Engine 5
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