In this review

The big picture

Most shooters give you a gun and a way to run away from trouble. High On Life 2 gives you a gun with opinions and a skateboard, ensuring that even a tactical retreat can look like you are making several questionable lifestyle choices at once. Squanch Games returns to its alien comedy universe with shooting, stabbing and skating, while a pharmaceutical conglomerate provides a new reason for humanity to feel unhappy about being somebody else's valuable resource.

The sequel launched on Windows PC, PS5 and Xbox Series X|S on 13 February 2026. Switch 2 followed on 1 July, after moving from an earlier April 20 plan. It is a new campaign, separate from the original High On Life and its High On Knife DLC. The obvious attraction is more strange aliens with too much to say. The more useful sequel idea is giving the player a different way to move while those aliens are saying it.

Reasons to look closer

The skateboard takes the role normally given to sprinting. That places it inside ordinary traversal rather than saving it for occasional special sections. A change to a basic habit can matter more than a long list of new objects: you are approaching space differently throughout the adventure, with movement and shooting asking for attention together.

Grinding, jumping and launching the board at enemies extend that idea. A rail can become a route through a fight, and the board can stop being transport long enough to make itself somebody else's problem. Squanch describes simplified controls rather than the technical trick system of a dedicated skating game. You don't need to arrive with expert knowledge of skateboarding, although being willing to leave the ground while something tries to kill you seems relevant.

For returning fans, that is a stronger reason to revisit the universe than simply increasing the supply of punchlines. The new movement can change how encounters are approached without abandoning the original's personality. It is still very much a shooter, though. Anyone expecting a comprehensive skating game has followed an unusually talkative gun into the wrong shop.

Keep moving while choosing a target

A mobile firing position adds another decision to aiming: where should you go next? The route can affect the shot, and the shot can change which route looks sensible. That should appeal to players who enjoy improvising around danger rather than carefully establishing one safe position and remaining devoted to it. Standing still is perfectly respectable in many games. Here, the skateboard is making a fairly clear suggestion.

The extra activity may be less appealing if you prefer slow, deliberate encounters. More movement isn't automatically more enjoyment; it changes what your attention has to cover. Think about whether aiming while navigating sounds exciting or exhausting. Knowing the names of skate tricks matters much less than enjoying the prospect of the battlefield continuing to move underneath your plans.

Throwing the board into the mix also fits the tone. An alien action comedy can accommodate an improvised attack with transport equipment without pausing to defend its seriousness. The absurdity has a mechanical role, which is more promising than a game briefly stopping the action so a character can announce that something silly has occurred.

The weapons are staying for the conversation

Living alien guns make the arsenal part of the cast. Changing weapons can therefore alter both the tool you're using and the personality attached to your hand. It gives the comedy unusual proximity. A normal companion can leave the room after a scene; a companion you're aiming at someone is harder to get a quiet moment away from.

That is the central taste question. Players who want a largely silent shooter may find the premise more tiring than amusing, while fans of the first game's ensemble have an obvious reason to return. Humour isn't a technical specification, and greater quantities don't guarantee greater affection. If you dislike the voices and style, the fact that the gun is also useful will not necessarily improve your relationship.

The locations give the jokes recognisable targets: a convention, an alien zoo displaying humans and a futuristic cruise ship. Reversing the tourist's position at a zoo is a good way to make ordinary behaviour look strange. A cruise ship adds luxury to the list of things capable of going horribly wrong. The pharmaceutical antagonist supplies a coherent satirical direction without suggesting that a talking-weapons shooter has suddenly become a restrained corporate drama.

Give the current version a fair chance

The release-notes archive documents crash, progression, balance and platform-specific fixes. The June 1 all-platform patch added PC HDR, while July Switch 2 updates addressed stability and performance in named areas. Install current updates before starting, and distinguish the platforms when checking technical behaviour. A later port and a February launch build shouldn't be treated as one unchanged product merely because the aliens look familiar.

Those notes describe changes, not a guaranteed frame rate on your machine or proof that every issue is gone. Technical fit deserves its own check alongside comic taste. No amount of affection for an obnoxious weapon makes a progression problem part of its charm.

A free demo for PC, PlayStation and Xbox transfers progress to the full game. That's especially useful here: a sample can tell you whether you want to spend more time with the voices and the movement. If both click, the sequel has a clear direction. If you mainly wish the equipment would stop talking, take the hint before purchasing the rest of the conversation.

Sources

Information checked on 18 October 2026. Features, platform compatibility and editions can change.

  1. Developer launch notice: February 13 original release ↗Official source cited in the approved review.
  2. Official game premise and talking weapons ↗Official source cited in the approved review.
  3. Developer interview on skating and combat ↗Official source cited in the approved review.
  4. Xbox's official reveal overview and locations ↗Official source cited in the approved review.
  5. Developer patch archive, including June and July updates ↗Official source cited in the approved review.
  6. Demo platforms and save transfer ↗Official source cited in the approved review.
  7. Switch 2 release moved to July 1 ↗Official source cited in the approved review.
  8. August developer post confirming July Switch 2 availability ↗Official source cited in the approved review.
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