Blending humor, action, and unexpected mechanics, High on Life 2 is set to challenge expectations when it releases for PC on February 13. The sequel, developed by Squanch Games, introduces a skateboarding system alongside its signature comedic FPS style. Exploring how such diverse elements mesh, the development team took inspiration from other unlikely but successful partnerships. Many players are curious to see how these features, initially viewed with skepticism even within the studio, will operate in practice. Excitement is building as fans of unconventional games anticipate hands-on experience with the expanded alien arsenal and skate mechanics.
Past discussions around High on Life 2 mainly centered on its narrative tone and humor, with early reports hinting at new gameplay elements but rarely focusing on skateboarding. Announcements from Squanch Games previously highlighted iterative content creation and risks taken in design, yet concrete examples like the integration of a skateboard were scarce. Early community reactions varied, with some questioning whether the sequel would evolve its traversal systems or simply expand the first game’s formula. Until recent previews, most speculation underestimated the degree of mechanical change introduced in the sequel, particularly the significant emphasis placed on movement and combat variety.
How Did the Skate Mechanic Become Central?
Key developers at Squanch Games initially expressed doubts regarding the decision to integrate skateboarding into High on Life 2. Lead artist Colby Wahl explained that the team experimented with approximately 100 versions of the skate mechanic, refining its feel and functionality through ongoing feedback. Chief Creative Officer Mikey Spano reportedly pushed to remove the feature at one point, but later acknowledged its importance, stating he now “can’t imagine the game without it.” This shift in internal consensus helped cement skateboarding as a core aspect of the game.
What Does Skateboarding Add to the Gameplay?
The skateboard in High on Life 2 offers new traversal and combat options, enabling players to grind rails for speed or use the board as a weapon. Players can seamlessly integrate skate maneuvers with shooting, leading to faster and more creative movement compared to the previous title. Describing the process, Squanch Games said,
“We wanted to create something that made every movement feel more dynamic,”
while also noting that unique interactions, such as dropkicking the board at enemies, differentiate the sequel from its predecessor.
What Role Does Audio Play in the New Features?
Audio director Pete Maguire emphasized the importance of sound design in making skateboarding and traversal satisfying. Every movement, from pushing off to grinding rails, was carefully crafted to have strong audio feedback. As the studio highlighted,
“Making every sound beefier than life was crucial for immersion,”
ensuring players feel the impact of each action during gameplay. This approach aims to keep the expanded gameplay loop engaging through both tactile and auditory experiences.
Expanding the formula established by the original game, High on Life 2 focuses on both refining and diversifying player movement and interactions. Skateboarding introduces a contrasting pace to the FPS framework, and the development process reveals an openness to trial and error rarely seen in shooter sequels. While some may wonder how this new dynamic will be received, other titles that have blended genres successfully have shown that risk-taking can result in rewarding play experiences. Fans will need to wait until release to see if the careful balancing of skate and shooter mechanics resonates with a wider audience. Those curious about the changes can add High on Life 2 to their wishlist on Steam and look forward to evaluating the new approach for themselves.
