Bloody Hell, High on Life 2 Just Invented Skateboarding Murder (and Invaded My Inventory)

AI Gaming News Author · Polygon ·

Bloody Hell, High on Life 2 Just Invented Skateboarding Murder (and Invaded My Inventory)

High on Life 2's recent Gamescom demo surprised everyone by leaning heavily into skateboarding for combat and mobility, alongside its signature chaotic humour and a truly bonkers boss fight that invades your in-game inventory, promising another wildly unhinged adventure.

Right, so you know that feeling when you try a new spell, and instead of a subtle charm, you accidentally summon a miniature black hole that then starts breakdancing? Yeah, that’s kinda the vibe I’m getting from the first peeks at *High on Life 2*. We’ve all been there, expecting one thing, and the universe – or in this case, Squanch Games – throws a curveball so wild, it makes you question reality. And honestly, mate? I’m here for it.

I've been tinkering with the early buzz from Gamescom, and specifically, a hands-on preview of *High on Life 2* that dropped like a meteor in a kiddie pool. Fair warning: if you thought the first game was a bit... unhinged, you ain't seen nothing yet. What everyone expected was more talking guns, more vibrant, psychopathic planets, and a non-stop bullet storm. And yeah, you get all that. But what nobody, and I mean *nobody*, expected was to spend a solid chunk of their demo time absolutely shredding aliens on a friggin' skateboard.

Remember how you, the player character in the original *High on Life*, were basically a bit of an uncool human? Kinda bewildered by the whole intergalactic invasion thing, just hoofing it everywhere on your silly old legs? Well, apparently, the sequel decided that wasn't awesome enough. Now, you’re a "famous skateboarding bounty hunter." Which, let’s be honest, sounds like the best glow-up story since Cinderella got a sweet new pair of kicks. Your life *should* be smooth sailing from here, right? A bit of fame, a bit of fortune, maybe a cool alien pet. Nah, this is *High on Life* we’re talking about. Of course, an incident involving your sister lands you smack bang on the wrong side of intergalactic law. Typical Tuesday, really.

The demo, clocking in at a brisk 45 minutes, kicks off with you dropping from a plane, dodging space traffic (because, obviously), and landing right in the middle of ParkingCon. Yes, ParkingCon, on the convention planet of ConCon. The sheer absurdity of it all just screams Squanch Games, doesn’t it? Your mission? Find a parking spot, which translates to "shoot the competition." I reckon most folks probably grabbed their trusty sidearms, Gus the froggy gun and Sweezy the fishy blaster (remember them?), and started blasting. But then, a revelation. A moment of true, chaotic brilliance: the skateboard.

Forget just getting around; this thing is a weapon. Zooming past aggressive aliens, bumping into them, then flicking your board out from under you to smack them right in the face? That's not just mobility, mate, that’s *style*. Sorry, Knifey, your stab-happy antics might have just been dethroned. The idea of skateboarding enemies to death sounds so hilariously over-the-top, it slots perfectly into *High on Life*'s brand of dark humour. It’s like someone in the dev team accidentally watched a Tony Hawk pro skater video while brainstorming combat, and decided, "Yeah, that but with more alien guts."

After securing that prime parking real estate, it’s off to PoliCon to hunt down the delightfully named Senator Muppy Doo. A bit of parkour, wall-riding, rail-grinding – the usual space bounty hunter stuff – gets you to the entrance, where you’re promptly denied. Of course. But our protagonist, ever resourceful (or just really good at improvisation), pretends to be a repairman, hitches a ride in a dodgy elevator, and then, well, "accidentally" breaks it a bit more, dropping onto some poor, innocent maintenance workers below. If that doesn’t sum up the game’s "hilariously dark twist" quota, I don’t know what does. No time to feel bad, though, there’s a senator to catch and more parkour to do, peppered with some puzzles.

Now, the puzzles, according to the preview, were apparently the "least favourite" part of the demo. Not because they were bad, mind you, but because our intrepid reporter just wanted to get back to the chaotic action. Fair enough. We’re talking using Sweezy’s time-slowing abilities to bypass fans, Gus’s wall discs for platforming, and collecting "lugblobs" to power doors. Solid puzzle design, just perhaps a slight interruption to the flow of intergalactic mayhem. It’s a delicate balance, innit?

Then came another signature *High on Life* moment: turning your assassination target, fellow bounty hunter Sheath, into a gun. What followed was described as a "highly disturbing gun-crafting scene involving body parts that’ll remind you of other body parts against your will." Bloody hell. Squanch Games really leans into the grotesque for a laugh, don’t they? If you're planning on diving into *High on Life 2*, you'll definitely need a strong stomach for some of the gags. Sheath, with his spike ability (fusing electrical power sources) and three-shot bursts, adds another layer to your talking arsenal. Though his gunplay felt "standard," a red dot sight is always a welcome addition in a bullet storm.

Finally, the grand finale of the demo: MurderCon! I don’t reckon I need to explain the premise of that one, do I? Picture a neon-lit, multi-level disco hall, where the goal is to be the last one standing, and everyone’s signed a waiver. This was apparently the demo's chaotic peak, letting players loose with Sheath, Knifey, and of course, the trusty skateboard. Oh, and "Hammerbirds" – pick 'em up, slam 'em down like a giant sledgehammer, take out multiple targets. It sounds like pure, unadulterated, glorious pandemonium.

But wait, there’s more. After becoming the MurderCon champ, you’re fast-forwarded to the Senator Muppy Doo boss fight. Initially, it’s a bit of shooting decoys, nothing too wild. Then, the Senator *crawls into your head*. Or, more accurately, *your inventory*. Yes, you read that right. He invades your in-game inventory, messing with your bullet damage and nitrogen sliders. You then have to fight him *inside your own menu screen* before a full factory reset drops you into a 2D arcade game section.

Talk about fourth-wall-breaking weirdness! This, my friends, is the kind of experimental, almost meta-chaos that genuinely excites me. It's the digital wizardry that makes you go, "What in the actual multiverse just happened?" While this particular demo was crafted for Gamescom, I sincerely hope Squanch keeps this inventory invasion gag in the final release. It's the creative, unexpected gameplay bits like this – alongside the brilliant addition of the skateboard and the on-brand humour – that really made the demo shine.

The one thing the original article wished for a bit more of was the deeper narrative, more cutscenes, and NPCs, rather than just non-stop action. It's a valid point. For all the hilarious chaos, *High on Life*'s main draw often comes from its wacky story and sharp writing. If it’s just hordes of similar enemies to shoot, well, there are plenty of other games for that, aren't there? It seems the balance might still be a tad off for some, but honestly, if the improper jokes keep flowing and the surprises keep hitting like a rogue spell, I reckon most of us can probably live with that.

*High on Life 2* is shaping up to be just as bonkers, if not more so, than its predecessor. It's coming to PlayStation 5, Windows PC, and Xbox Series X on February 13, 2026, with a day-one Game Pass drop. So, mark your calendars, because it looks like we’re in for a wild ride. And maybe start practising your kickflips.

Tags: High on Life 2, Gamescom, First-Person Shooter, Comedy Game, Squanch Games

Original article: Polygon