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PC Games BuzzVerdict

High on Life

3.1 / 5
How we rate

2022 · FPS / Comedy · PC / Steam


High on Life is a game that never stops talking. Your guns talk. Your knife talks. The NPCs talk. The billboards talk. The bounty machine talks. Everything in this game has something to say, and it usually says it at length, with the kind of improvisational energy that either makes you laugh out loud or makes you reach for the mute button. There is very little middle ground.

Community reception reflects this divide almost perfectly. The game was enormously popular at launch, driven partly by its pedigree and partly by its availability on subscription services. But the conversation around it settled quickly into two camps: people who found the comedy hilarious and forgave everything else, and people who felt the constant stream of jokes couldn’t compensate for the gameplay underneath. Both groups have valid points.

Comedy as a Weapon, Literally

The talking weapons, called Gatlians, are the game’s signature feature and its most successful creative decision. Each gun has a distinct personality, voice, and comedic style, and swapping between them changes not just your combat options but the commentary accompanying your actions. The interplay between weapons is often the source of the game’s best moments, with characters reacting to each other, to the environment, and to your decisions in ways that can feel surprisingly natural for scripted comedy.

When the humor lands, it lands hard. The game takes absurdist sci-fi premises and pushes them to their logical extremes, creating situations that are wildly inventive. An alien cartel that gets humans high and sells them is a dark concept played for laughs with enough commitment that it works. Individual set pieces, particularly some of the bounty-hunting missions, contain creative scenario design that would be memorable even without the comedy layered on top.

The world design supports the comedic tone effectively. Alien environments are colorful, strange, and packed with background details that reward curious players. The art direction leans into a chaotic aesthetic that matches the game’s energy, and there are enough visual gags and environmental jokes to keep explorers entertained between combat encounters. The game clearly had a strong art team that understood the assignment.

Voice acting across the cast is consistently strong, with performances that sell even the weaker material. The Gatlians in particular benefit from voice work that brings genuine personality to what could have been one-note joke machines. Even players who tire of the volume of comedy tend to acknowledge that the performances themselves are well-executed.

When the Jokes Stop and the Shooting Starts

Combat is functional but uninspired. Gunplay lacks the weight and responsiveness that define top-tier shooters, with enemies that absorb damage without much feedback and encounters that rarely demand creative thinking. Each Gatlian has a primary fire and a special ability, which provides some tactical variety, but the game never pushes you to use these tools in particularly interesting combinations. Most encounters can be handled by circle-strafing and holding down the trigger.

Level design follows a pattern of linear corridors connecting small combat arenas, with occasional exploration side paths that lead to collectibles. The Metroidvania elements, where new Gatlian abilities open previously inaccessible areas, are present but shallow. Backtracking to earlier areas with new tools rarely reveals anything worth the trip, which undermines the incentive to explore.

The comedy itself is the game’s most polarizing element and, for many players, its biggest weakness. The sheer volume of dialogue means that jokes come in rapid succession, and the hit rate is nowhere near high enough to sustain that pace. When a joke misses, there’s no recovery time because the next one is already starting. Players who find the comedic style grating report that the game becomes actively unpleasant to play, since there’s no way to engage with it without the comedy.

Pacing suffers from sections that drag, particularly in the middle chapters. Some bounty missions feel padded with repeated combat encounters that serve as filler between the story beats. The game is roughly 10 to 12 hours long, and a common piece of community feedback is that it would have been stronger at seven or eight. Tighter editing would have let the best material breathe while cutting the sequences where both the comedy and the gameplay coast.

The Comedy Game Paradox

High on Life highlights an ongoing challenge in game design: comedy and gameplay operate on different timelines. A joke is funny once, maybe twice. Gameplay needs to be engaging on the fifteenth repetition. When the comedy is fresh and the encounters are new, High on Life is a thoroughly entertaining experience. By the time you’re in the back half, the jokes have established their patterns and the combat hasn’t evolved enough to compensate.

The game’s commercial success suggests that comedy as a primary selling point has more market appeal than the industry typically assumes. But the critical and community response also suggests that comedy alone can’t carry a game whose underlying systems don’t match the ambition of its writing.

Should You Play High on Life?

If the comedic style appeals to you based on trailers and clips, you’ll probably enjoy the full experience. The game delivers exactly what it promises, with talking guns, absurdist sci-fi scenarios, and relentless humor from start to finish. Players who connect with the comedy consistently report having a great time despite the gameplay shortcomings.

If the humor doesn’t click for you in the first hour, it won’t click later. The game has no alternative mode of engagement. You can’t turn off the commentary and just enjoy the shooting because the shooting isn’t strong enough to stand on its own. Players who need tight mechanical gameplay from their shooters will find very little to hold onto here.

The Verdict on High on Life

High on Life is a comedy album that happens to be a video game. Its talking weapons are creative, its world is inventive, and its best jokes are laugh-out-loud funny. The shooting that connects these moments is adequate at best, and the relentless pace of the humor leaves no room for missed jokes to be forgiven. Your enjoyment will track almost perfectly with your tolerance for the comedic style. That makes it hard to recommend broadly but easy to recommend specifically, because the people who love it really love it.