High on Life 2 Review
We’ll freely admit we never finished the first High on Life. Maybe it was the cancellation of Justin Roiland, or maybe it was the sense it felt incomplete as a game and lacking in certain design aspects in favour of its comedy and cast, but it dragged us along for a bit with its Gatlian tale and the fate of humans as a drug for aliens. You know, Rick & Morty-level stuff made gameplay.
High on Life 2, however, feels less like a cartoon comedy team trying their hand at games for the first time, as fans, and more like a determined team who learnt a lot from the first outing and are now more than willing to throw everything at a second attempt. Problematically, that “everything” often becomes too much, and in short supply, with gaping moments of static in between. It’s a weird way to think of the game too, because traversal in High on Life 2 is modern Doom-like and now has us gagging for a proper first-person skateboarding or snowboarding game because of how fast, smooth and great it feels. The world and level-design around this is fantastic but eventually begins to feel a bit short-lived, to maintain a design theme.
Comedically, also, a lot of this type of humour is rinse-repeat and while the game’s overall self-awareness and reverence to the medium is awesome, it does eventually wear thin, which is a huge issue with comedy-based games in general. Thankfully, High on Life 2 has put gameplay first and gags second, it’s just that for a game about aliens and humans and… life, it lacks heavily in that department.
If a third game can nail the balance we’ll dissect the lack of below, then it could be something truly special.
High on Life 2
What’s Boss?
Not Boss Enough?
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