Exploring the Quirky Landscape of High on Life 2
In recent weeks, the gaming world has witnessed the arrival of several titles that boast unique and eccentric personalities. Among these, High on Life 2, the sequel from Squanch Games, stands out as a first-person shooter (FPS) that targets a very specific demographic with its offbeat humor and unconventional gameplay.
As I delved into the game, I found myself wishing it would embrace its shooting mechanics more fully, especially in the early stages. Instead, the experience often veers into absurdity, with moments that the game seems to believe are humorous but can feel more distracting than engaging.
Within just a few hours of play, I encountered a series of outlandish montages—one moment had me snorting cocaine with one of my weapons, while another involved using a massive laser to circumcise a pixelated museum artifact. Such instances recur frequently, pushing players toward silly NPC interactions and lengthy dialogues that elicited more cringes than chuckles.
The humor appears to be tailored for a niche audience, with jokes revolving around themes like drugs, drinking, skateboarding, and even references to the band Avenged Sevenfold. Notably, players are accompanied by a character named Knifey, an Australian knife with a distinctly bro-like persona.
While some of the humor may be intended as tongue-in-cheek, it often overshadows the game’s inherent strengths. The subjective nature of comedy means that some players might find the relentless stream of jokes amusing, but for others, it detracts from the overall pacing and experience.
High on Life 2 could significantly benefit from extending its first-person shooting segments while trimming back on the distractions. The game’s tone is a key aspect of its identity, but a more balanced approach that emphasizes shooting over cartoonish antics would enhance the experience.
So far, I’ve only begun to explore the diverse arsenal available. Each of the four guns I’ve encountered is refreshingly unique. For instance, one shotgun draws enemies in before unleashing a flaming disc, while another, reminiscent of a Needler, fires time-slowing orbs. Additionally, a divorced, inebriated assault rifle can launch foes into the air, adding to the chaotic fun.
The combat stages double as skateboarding arenas, allowing players to race around on their newly acquired boards. This blend of variety ensures that each encounter remains dynamic and engaging. The action is fast-paced and fluid, reminiscent of modern titles like Doom, with seamless weapon switching and exhilarating melee finishers.
While players are not compelled to constantly switch weapons, I’ve found joy in giving each gun its moment to shine. Depending on the combat scenario, certain weapons may prove more advantageous than others. Given the creativity displayed so far, I eagerly anticipate discovering even more inventive contraptions as I progress through the game.
Yet, one must ponder: with such exhilarating first-person action at hand, why spend so much time engaging with over-the-top characters, indulging in drunken antics, and participating in trivial arguments? The core gameplay deserves to take center stage, allowing its strengths to truly shine.