GAME PREVIEW: We Happy Few

we happy few
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Waking up in an underground shelter with little more than a few empty bottles might sound as if all that is missing is a crushing hangover. Unfortunately for players in Compulsion Games’ We Happy Few, a hangover would be the least of their problems. You are a Downer – a rebel who seeks to escape the clutches of the 1960s dystopian society within the village of Wellington Wells, England.

Unless the Fallout-esque vault beginning wasn’t a major clue, We Happy Few is a game of survival. Upon waking, players must loot the various containers in their starting vault, praying that the random loot generated has been generous. If Lady Luck is on your side, you may find materials to craft a healing balm or an empty bottle in order to collect water. Both thirst and health must be closely monitored, as death grants no checkpoints or reloads – players are taken right back to the vault and must begin scavenging anew. This is not as punishing as it first seems, as each iteration of Wellington that players explore is procedurally generated, ensuring that each experience feels fresh.

The first few minutes of the game are frantic and kinetic. Upon leaving the underground sanctuary, players step onto the outskirts of Wellington Wells. Overgrown foliage and war-beaten houses are indicative of the social divide within Wellington and downtrodden outcasts wonder the streets shaking and muttering to themselves. Until coming across a weapon, it is best to avoid these volatile outsiders. With a stealth system reminiscent of The Elder Scroll’s eye indicators, players sneak (and occasionally sprint) towards their goal. The absence of mission indicators goes unnoticed as the illuminated village centre of Wellington Wells – separated by a heavily guarded bridge – naturally draws those wishing to explore. Upon entering the main village (either be stealth or by force), it’s difficult to ignore Bioshock’s influence upon the art design. Wellington Wells looks like the brainchild of Andrew Ryan himself, who perhaps occasionally left Rapture to holiday in rural England.

Although splicing is absent, residents of Wellington Wells enjoy a similar pastime. Joy, the lynchpin of society in Wellington Wells, is a drug regularly ingested by residents – nicknamed Wellies – in order to maintain their happiness. The side effects are both physical and psychological, indicated by the Wellies’ stylised white faces that seem to mimic the mysterious Uncle Jack. Broadcasting on all televisions and radios, Uncle Jack relentlessly encourages residents to keep taking their Joy for the benefit of society. Conformity must also be adhered to by players if they wish to continue to explore Wellington, as We Happy Few incorporates an element of ‘social survival’. Greet fellow citizens joyfully (pun not intended) and be seen to enter the conveniently placed Joy dispensers and go unnoticed. If players act suspiciously and avoid taking Joy, citizens will challenge you, eventually striving to splatter your brains all over their deceptively dangerous rolling pins.

From what has been shown so far, it is relatively unclear how Compulsion is weaving a narrative throughout the streets of Wellington Wells. Playthroughs have touched upon ‘scenarios’ which can be discovered by players, revealing insular tales of Wellington Wells that reveal the cracks that permeate across its carefully constructed society. Despite this, We Happy Few’s website claims that the game will have multiple player characters, each with their own storylines ‘laced with dark humour, hope, and even a spot of redemption.’

We Happy Few is due to be released on PC and Xbox One, and is currently available on Steam Early Access.

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