Squanch Games • 2026 • PC (Microsoft Windows), PlayStation 5, Xbox Series X|S, Nintendo Switch 2

Squanch Games • 2026 • PC (Microsoft Windows), PlayStation 5, Xbox Series X|S, Nintendo Switch 2
Yes, High on Life 2 is worth it for the right person, but it is an easy sale-call rather than a universal must-buy. If you want a short single-player campaign with constant jokes, lively movement, and enough side nonsense to make each night feel different, it delivers. The skateboard is the big upgrade. It makes both travel and fights feel faster, and the strange side missions give the game more personality than a plain shooter would have. What it asks from you is pretty reasonable. You'll need steady screen attention during combat, a tolerance for loud crude humor, and patience for some launch-period rough edges. The shooting itself is fun enough, not elite, so the game works best when you value pace, writing, and novelty over perfect gun feel. Buy at full price if you already know you like this style of comedy or you're playing through Game Pass. Wait for a sale if you're curious but unsure about the humor or technical stability. Skip it if you want a polished benchmark shooter or anything safe to play around other people.
Players most often point to the skateboard as the sequel's best new idea. It makes travel faster, opens up arenas, and gives ordinary fights a more playful flow.
Murder mysteries, retro games, hub distractions, and other one-off ideas break up the shooting, so even short sessions tend to show you something new.
Technical problems are the biggest complaint across reviews and player posts. Performance dips, progression bugs, and shaky saves can undercut an otherwise breezy campaign.
Many players like the weapon concepts more than the actual gunfeel. Fights stay lively, but impact, enemy behavior, and feedback do not always match top shooters.
For some players the constant jokes and crude bits are the whole appeal. Others enjoy them at first, then find long gag runs or repeated humor exhausting.
This is a short campaign with clear mission-sized stopping points, easy pause support, and just enough side distractions to stretch a planned hour.
You need steady eyes-on-screen attention during fights and skating, but calmer hub stretches and readable encounters keep the action lively without feeling exhausting.
You learn a handful of movement and weapon tricks up front, then settle into a forgiving rhythm that rewards comfort, flow, and tool use.
It is loud, crude, and busy, yet usually more playful than punishing; frustration is more likely to come from launch bugs than enemy pressure.
Games with a similar rhythm and feel, even if they look different