Explore all 77 feature scores for High on Life 2, organized into pros and cons.
Scores by Feature
Summary
77 reviewed features-
Very positive 4.5-5.012 (16%)
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Positive 3.5-4.426 (34%)
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Neutral 2.5-3.421 (27%)
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Negative 1.5-2.415 (19%)
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Very negative below 1.53 (4%)
Pros
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Most reviewers still find plenty of fun in the skating, strange set pieces, colorful weapons, and jokes, even when technical flaws or repetitive combat intrude.
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Skateboarding is the standout improvement: fast, fluid, and satisfying in open spaces. Some reviewers still hit jank, sluggish speed, or clumsy behavior in tighter areas.
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The interactive opening montage is widely praised as a funny, efficient way to recap events while teaching the basics and getting players into the action quickly.
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The sequel’s best ideas are boldly inventive, especially skateboarding, menu-breaking bosses, and one-off mission mechanics, even if the core formula remains familiar.
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Reviewers repeatedly praise how missions change structure, tone, and mechanics, with fewer repeated scenarios than the original.
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The talking guns and first-person weapon work earn strong praise for expressive, polished animation that gives the arsenal personality.
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The psychedelic alien style is distinctive, colorful, and often striking. Even critics of the image quality generally recognize a strong visual identity.
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Travis, Jan, Sheath, and other Gatlians receive more satisfying arcs and relationship beats than many expected, giving the talking weapons more emotional weight.
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The voice cast is one of the strongest areas, with newcomers and returning Gatlians repeatedly praised despite a few flatter deliveries.
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Optional conversations and side decisions can affect the epilogue and finale, making choices feel more consequential than in the original.
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High-concept missions, hub activities, retro games, side quests, and strange one-off diversions create strong variety. A few critics still find the overall package thin.
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The expanded Gatlian lineup is widely liked, especially the new companions and their distinct personalities, voices, and utility.
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High-concept missions and fourth-wall experiments give the sequel a distinctive identity. Some critics still see too much recycled structure from the first game.
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Lived-in cities, reactive spaces, and environmental detail can make the world feel convincing. Sparse hubs and technical glitches regularly break that effect.
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The alien worlds are colorful, dense, and cohesive at their best, with strong regional personality. Some larger hubs trade that memorability for scale.
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The writing is often sharper, funnier, and more sincere than the original, but long riffs, crude shock jokes, and uneven punchlines remain divisive.
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The opening tutorial earns praise for teaching movement and shooting with humor and pace. Automatic puzzle hints can feel overbearing for players who want to solve things themselves.
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Frequent checkpoints usually limit lost progress and can rescue broken encounters. They do not prevent every softlock, but they reduce the sting of many failures.
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It preserves the first game’s talking-gun chaos, crude comedy, and irreverent sci-fi identity while expanding movement and scale. Detractors see too much structural repetition.
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Progression is generally not described as chore-heavy, and the campaign lets players engage with side content without forcing excessive grinding.
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Stronger character bonds, a clearer emotional throughline, and a choice-shaped finale give the sequel more heart than its outrageous premise suggests.
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The talking guns increasingly feel like companions rather than joke dispensers, with stronger personalities, relationships, and emotional beats.
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The sequel keeps its loud, surreal sci-fi personality while adding some calmer, more lived-in spaces. A few reviewers found the larger world less cohesive than the original.
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The skateboard takes a little practice, but several reviewers say it clicks quickly and becomes natural once momentum and aiming are understood together.
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The story is often tighter, more cohesive, and more character-driven than the first game. Criticism focuses on messy reveals, thin plotting, and a rushed or underwhelming finale.
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The game often rewards poking at scenes, NPCs, and environmental details with playful reactions that reinforce its comedy, though some interactions remain oddly inert.
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The sequel introduces a broader mix of enemies than the original, but variety does not always translate into smarter or more engaging fights.
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The single-player design earns praise for focusing on the campaign’s gimmicks and fun rather than squeezing players with intrusive monetization.
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The skateboard and expanded weapon utilities make the sequel more dynamic, but some critics argue the underlying systems remain shallow or awkwardly integrated.
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Subtitles, text sizing, colorblind settings, aim options, and chatter controls are useful. Missing rebinding and limited help for demanding skateboard sections leave notable gaps.
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Ability-gated routes and upgrades connect exploration to character growth in a satisfying Metroidvania-like way, though some reviewers find the overall progression straightforward.
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Denser hubs, bustling alien spaces, and small visual touches help locations feel alive. Some areas and models still look sparse or under-detailed.
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Murder mysteries, conventions, strange infiltrations, and other high-concept detours make many missions memorable. A few still feel checklist-like, shallow, or overextended.
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Currency and upgrade spending can give exploration tangible value, with useful improvements tied to finding resources rather than pure grinding.
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Expressive faces on the Gatlians help sell their personalities, with weapon characters receiving especially strong visual presentation.
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Handheld play is possible and sometimes enjoyable, but Steam Deck and Switch 2 coverage highlights substantial performance or image-quality compromises.
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There are plenty of cosmetic choices for the skateboard, suit, and home base. Because the game is first-person, some reviewers felt those rewards were hard to appreciate.
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The sequel adds more context around its setting, conflicts, and characters, though the deeper world detail does not satisfy every reviewer.
Cons
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Bugs are the most persistent complaint, including softlocks, broken triggers, missing objects, clipping, dialogue failures, and progression blockers.
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Busy effects, small text, and uneven brightness can make fights or interface information hard to read. A few settings help, but clarity remains inconsistent.
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Frame-rate behavior varies dramatically by platform and build, from stable high-refresh play to severe drops, stutter, freezes, and near-slideshow moments.
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This is not family-friendly comedy: vulgar, sexual, gross, violent, and foul-mouthed material is central to the experience.
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Optimization is a major weakness on several systems, with demanding hardware requirements and inconsistent performance. Some patches and configurations show meaningful improvement.
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Crash frequency varies by platform and build, from isolated incidents to repeated hard exits. Several reviewers still encountered crashes after patches.
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The comedy is deliberately adult, with crude, sexual, gross-out, drug-focused, and profane material that several reviewers warn can be excessive or inappropriate for younger players.
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Enemy behavior is a weak spot: several reviewers call foes dumb or predictable, even when the enemy roster itself is varied.
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Expanded hub spaces support more secrets and side activities, but their larger scale can feel sparse, empty, or directionless.
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A recurring verdict is that the game needed more development time. Technical roughness, visual problems, and broken scripting frequently undercut otherwise strong ideas.
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The music divides opinion sharply, ranging from fitting, relaxing, and atmospheric to abrasive, forgettable, or headache-inducing.
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Loading can be a major annoyance in some builds, including long shader compilation and noticeable pauses between areas.
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Dialogue can be genuinely funny and characterful, but overlapping lines, nonstop chatter, and uneven audio mixing sometimes bury or interrupt the jokes.
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Autosaves often limit lost progress, but softlocks and an infinite respawn loop show that saves can still become trapped in bad states.
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Normal mode is often described as approachable or easy, while tougher settings and a few boss fights provide more resistance without changing the basic combat structure.
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Maps, pings, and route guidance help in some versions, while unclear markers and rough wayfinding make exploration frustrating in others.
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Accuracy becomes inconsistent in hectic fights, and one reviewer specifically wanted gyro aiming. Precision-oriented weapons can still feel satisfying when the action is readable.
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Collectibles can feed useful upgrades and cosmetics, but at least one reviewer felt there were too many low-impact pickups.
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Combat is faster and often tighter than before, but opinion splits sharply. Some reviewers call it a blast while others find it shallow, sloppy, chaotic, or lacking impact.
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Puzzles range from clever murder-mystery and weapon-ability standouts to tedious, overused roadblocks that interrupt the action.
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Text sizing and interface behavior are mixed: menu options help, but dialogue text can still be too small and some UI presentation is awkward.
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Platform support is uneven: reviewers note useful PC options alongside missing gyro, weak PS5 Pro gains, limited HDR control, and absent performance modes in some versions.
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Post-story value is inconsistent: one critic notes there is effectively no dedicated postgame, while others point to hubs, collectibles, and side activities that remain to finish.
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The main campaign often moves briskly, but long jokes, dialogue stops, puzzles, and a sagging middle can interrupt momentum.
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Camera control feels clean in some builds, but other reviewers report jerky motion or camera-related glitches that can disrupt movement.
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Shooting and skating can feel responsive and fluid, but unregistered inputs, deadzone complaints, and occasional unresponsive jumps undermine precision for some players.
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Lighting and reflections can look spectacular, but heavy effects, strobing, shadow instability, and reconstruction artifacts sometimes hurt readability.
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The shooting-and-exploration loop stays entertaining for many reviewers, though completion-focused play exposes repetitive encounters and limited combat depth.
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Completionists can spend much longer exploring and collecting, but replay motivation is inconsistent and some reviewers see little reason for a second run.
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Value depends heavily on timing and tolerance for technical issues. Several reviewers recommend Game Pass or a sale, while others still consider the campaign worth playing.
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Skateboard mobility, secrets, side activities, and ability-gated routes make exploration rewarding for many. Oversized or sparse hubs frustrate reviewers who want denser discoveries.
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Voice-led audio is strong, but weapon impact and combat feedback can sound thin. Other reviewers praise the organic, squishy alien effects.
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Platforming benefits from the skateboard’s mobility and simple inputs, but unregistered jumps, awkward momentum, and demanding sections can make precision inconsistent.
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Levels are often built smartly around rails, verticality, and varied set pieces. Linear or cramped arenas can work against the skateboard and make combat harder to read.
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Weapon roles are clearer and some new guns feel excellent, but reviewers also call the arsenal uneven, with weak returning options and inconsistent impact.
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Optional missions often add personality, jokes, and worthwhile detours, but some feel thin, repetitive, or token compared with the best side content.
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Alien worlds can look gorgeous and richly styled, but muddy reconstruction, pixelation, pop-in, weak textures, and inconsistent character rendering recur across several reviews.
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Upgrades can meaningfully improve weapons and reward exploration, but some reviewers find the system basic or unable to fix deeper combat weaknesses.
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Bosses are often a campaign highlight, using distinct mechanics and memorable fourth-wall tricks. Some critics still find certain fights too long, repetitive, or spongey.