PS5
High on Life
(ESRB - Standard)
- Shooter
- Adventure
Developers:
- Squanch Games
Offline play
Yes
(*) Download required
No
(*) Disclamer: PS5 consoles with detachable disc drive (CFI-20xx models) require an internet connection to activate the disc drive at the setup.
Tested by Community Report on Base PS5
~ V1.120.000 (43.81GB) on disc
Completely playable offline with no download required. Utilized default settings. Finished main story along with the "High on Knife" DLC expansion which is also on disc. Most trophies attempted were achieved without issue although little focus was given toward collectible types for reference.
-- Very minor occasions where framerate stutters would occur during select actions, such as using environmental toggles for aerial travel & special enemy execution animations.
-- At least one instance where warp crystals & caged humans couldn't be interacted with despite no ongoing enemy encounters.
-- During the "9-Torg Bounty" mission, after defeating the respective boss for the area, the local fisherman on the pier that provides an initial waypoint was completely invisible. An interactive prompt still appeared for the character & the optional dialogue conversations could be carried outside despite the lack of a character model. Since it wasn't essential for story progression, we opted to carry on with the game without any reload attempts to potentially fix the issue.
-- During the "Krubis Bounty" mission, after the second conversation with Ranchy in his mansion about a warp disc where the character becomes immobilized on the floor, we wandered into another room & returned to see Ranchy standing back up. Approaching the character caused his model to fall back down to continue the next optional dialogue rant.
-- During the "Dr. Giblets Bounty" mission, we indulged the gag with a cut-in-half Mopley who asks that you stay by their side during multiple fake deaths, the interaction appears to bug out by repeating itself after we were given the choice to shoot the character to be certain they're dead. Two pieces of dialogue / animation would continuously play out for a fraction of a second before returning to its idle death pose in between moments of silence. Non-essential interaction so no reloads were attempted.