High on Life 2 Takes a Huge Swing
High on Life 2 is not just retreading old ground. The sequel to the off the wall comedy FPS is taking a bold turn by heavily leaning into skateboarding. What sounded like a weird mashup on paper is now at the core of how you move, fight, and explore in the game.
In a new trailer shown during the PC Gaming Show Most Wanted, the developers at Squanch Games walked through how this idea went from a joke to the main feature. Even people on the team originally thought it might be too out there. Over time though, the skateboard system evolved into something the studio now sees as essential to the sequel.
If you like fast movement, flashy traversal, and fluid gunplay on PC, this is shaping up to be one to watch. High on Life 2 is coming to PC on February 13 and is already up for wishlisting on Steam.
From Dumb Idea to Core Gameplay
Lead artist Colby Wahl explained that the team iterated on the skate mechanic an enormous amount. They went through around one hundred different versions of how the board should feel and function before landing on the final design. That means lots of changes, tests, and refinements to get the movement right.
At one point, chief creative officer Mikey Spano even pushed to cut the feature entirely. He loved the concept but was worried it would not come together in a satisfying way. That is a common risk when adding a big new system to a sequel. It can easily end up feeling tacked on or clunky if it is not tightly integrated with the rest of the game.
Eventually though, the skateboarding clicked. Now Spano says he cannot imagine the game without it. Instead of being a side mode, the board is central to almost everything you do moment to moment. That includes how you travel through levels, how you engage enemies, and how you keep the pace of the game high.
For PC players, this type of commitment to traversal design is encouraging. When developers invest that much iteration time, it usually means the final mechanic will feel responsive and rewarding on mouse and keyboard as well as controller.
Fast Traversal Meets Over the Top Combat
The skateboard in High on Life 2 is not just a way to get from point A to point B. It is designed to blend seamlessly with the gameβs over the top shooting and alien weapons. You can grind rails to zip around levels faster, then instantly switch into combat without losing momentum.
Some of the things you can do with the board include:
- Grinding on rails for quick movement and stylish traversal
- Slowing down to a halt, then dropkicking the board into an enemyβs face
- Chaining tricks and movement while firing your expanded alien arsenal
- Using the board to keep fights mobile and fluid instead of staying in one place
The first High on Life already had fun mobility thanks to a grapple gun style traversal system. In the sequel, the skateboard effectively takes that idea and cranks it up. Movement is faster, more fluid, and more dynamic overall. You are not just grappling around but riding, grinding, and attacking mid run.
For players who care about performance and feel, this kind of traversal focus can make or break a shooter. A strong movement system encourages replay, speedrunning, and pushing your skills, especially on a powerful PC where high frame rates can make everything feel even smoother.
Sound Design That Feels Bigger Than Life
Getting the board to control well was only part of the puzzle. The team also put a lot of effort into making every movement sound satisfying. Audio director Pete Maguire described the goal as making every action feel beefier than life.
That includes the little details that you might not consciously notice but that add up to a strong sense of feedback:
- The sound of pushing off and gaining speed
- The grind noise as your board rides rails
- Impact sounds when you smack into enemies or land a trick
- Layering these effects with weapon audio to keep combat readable and punchy
Good audio is especially important for fast paced PC shooters. When you combine quick movement, multiple enemies, and a lot of effects, clear sound design helps you track what is happening without visual overload.
By making the board and traversal sound powerful and crisp, Squanch Games is trying to ensure that skating around feels as good as it looks.
A Risky Sequel That Might Pay Off
Many sequels play it safe. They keep the same core gameplay and only add minor tweaks. High on Life 2 is clearly not doing that. Turning a comedy shooter into a game where skateboarding is central is a huge creative swing.
For PC gamers, this kind of risk can be exciting. A strong movement system can set a game apart in a crowded market of first person shooters. If Squanch Games delivers on the promise of fast, stylish traversal tied directly into combat, High on Life 2 could end up being much more than just more of the same.
The game is planned to launch on PC on February 13. You can add it to your wishlist on Steam now and keep an eye on future trailers and previews as the team reveals more of the new systems, levels, and chaotic alien action.
If you enjoy shooters that do something different with mobility and personality, this is definitely one upcoming release to watch.
Original article and image: https://www.pcgamer.com/gaming-industry/events-conferences/high-on-life-2s-skateboard-went-from-dumb-idea-to-being-so-good-the-team-designed-everything-else-around-it/
