Rick and Morty Creators patch new shooter to make it less annoying

A gun with a face looks at the player.

screenshot: Squanch Games / Kotaku

I like annoying things like feedback loops on Discord calls, door hinges without WD-40, and little dogs losing their shit about the existence of reality. But not everyone likes to get angry while playing video games and that’s why the developers took care of the recently released first person shooter high in life just released a patch to address one of its more divisive elements: talking weapons that just don’t want to end it.

high in lifea Metroidvania first-person shooter that was described in our test report than “that damn talking gun game” that released yesterday on PC and Xbox. In general it seems like a fun game, but not one to listen to. The game is penned by Justin Roiland, the co-creator of Rick and Morty. Maybe that’s all you need to know. But if not, you know that high in life is a very lively, cartoonishly silly first-person shooter where your gun, which during gameplay has a mouth and eyes turned towards you, says things like “Welcome to fucking space!”.

It’s a brand for that kind of Adult Swim-style humor. But when it comes in the form of a video game where you play for hours at a time as opposed to a silly 30-minute cartoon, the constant chatter sure gets annoying. It seems that developer Squanch Games is aware of this and has therefore released an update to give players more control over how often the weapons speak.

As you can see, these patch notes look a lot like what you’d expect from a game these days: a bunch of digital nips and tucks to fix pending bugs, improve quality of life, and tweak certain game mechanics. That includes, in this case, the 11th element (as if buried to say, “yeah, we know it’s annoying”) in the “Content Updates” section, where “improved player control over turrets and enemy chatter in the settings menu.” ” stands .”

As watched by GamesRadar, high in life is not the only game that offers such a feature. Leave, which is playable as a demo on the PlayStation 5, also has a talking inanimate object: what appears to be a sentient bracelet. As high in life‘s guns, it’s also gotten enough nerve to deserve an option to adjust how often the thing spouts random dialogue at you.

Chatter and annoying voices can spoil an otherwise enjoyable game, although such things are often not pervasive during a game. The ability to customize such features is certainly appreciated, and allows more room for experimental, quirky choices like talking weapons or bracelets; I’m all for giving people the choice to dress up or listen to a game. Now if you’ll excuse me, I’ll go play something Gex.

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