We Happy Few Preview

<p>Isolation is a major theme in most survival games&comma; and while <em>We Happy Few<&sol;em> adheres to this theme&comma; it&&num;8217&semi;s unlike any survival game &lpar;or action&sol;adventure game&rpar; you&&num;8217&semi;ve ever played&period; Instead of physical isolation&comma; this game deals in psychological and emotional isolation&period; You are never really alone in <em>We Happy Few<&sol;em> and therein lies the terror&period;<&sol;p>&NewLine;<figure id&equals;"attachment&lowbar;105580" aria-describedby&equals;"caption-attachment-105580" style&equals;"width&colon; 1024px" class&equals;"wp-caption aligncenter"><img class&equals;"wp-image-105580 size-large" src&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2016&sol;05&sol;03182743&sol;WeHappyFew&lowbar;04-1024x555&period;jpg" alt&equals;"We Happy Few - Bagogames" width&equals;"1024" height&equals;"555" &sol;><figcaption id&equals;"caption-attachment-105580" class&equals;"wp-caption-text">&lpar;We Happy Few&comma; Compulsion Games&rpar;<&sol;figcaption><&sol;figure>&NewLine;<p>Although it&&num;8217&semi;s often said to look like cross between <em>Bioshock<&sol;em> and <em>Don&&num;8217&semi;t Starve<&sol;em>&comma; <em>We Happy Few<&sol;em> is most heavily influenced by classic sci-fi literature such as 1984&comma; Brave New World&comma; A Clockwork Orange&comma; and the tabletop RPG &&num;8220&semi;<a href&equals;"https&colon;&sol;&sol;en&period;wikipedia&period;org&sol;wiki&sol;Paranoia&lowbar;&lpar;role-playing&lowbar;game&rpar;"><em>Paranoia<&sol;em><&sol;a>&period;&&num;8221&semi; Self-published by Compulsion Games&comma; it&&num;8217&semi;s a procedurally generated&comma; first-person survival game set in Wellington Wells&comma; a &&num;8220&semi;<a href&equals;"https&colon;&sol;&sol;en&period;wikipedia&period;org&sol;wiki&sol;Swinging&lowbar;London">Swinging London<&sol;a>&&num;8221&semi; styled dystopia where societal norms dictate that everyone is constantly high on a mind-altering drug known as &&num;8220&semi;Joy&period;&&num;8221&semi; Think Austin Powers on the worst&comma; most horrifyingly violent LSD trip imaginable&period; You awake as a character who&&num;8217&semi;s mysteriously decided to stop taking Joy and wants to escape the city&period; There is an overarching narrative and optional side quests throughout the game&comma; but whereas the entire city is procedurally generated and the game&&num;8217&semi;s sandbox design allows quests to be solved any number of ways&comma; every player&&num;8217&semi;s experience will radically differ&period;<&sol;p>&NewLine;<figure id&equals;"attachment&lowbar;105579" aria-describedby&equals;"caption-attachment-105579" style&equals;"width&colon; 1024px" class&equals;"wp-caption aligncenter"><img class&equals;"wp-image-105579 size-large" src&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2016&sol;05&sol;03182808&sol;Village-1024x740&period;jpg" alt&equals;"We Happy Few - Bagogames" width&equals;"1024" height&equals;"740" &sol;><figcaption id&equals;"caption-attachment-105579" class&equals;"wp-caption-text">&lpar;We Happy Few&comma; Compulsion Games&rpar;<&sol;figcaption><&sol;figure>&NewLine;<p>Like typical survival titles&comma; you must scavenge for food and crafting materials in order to manage things like hunger&comma; dehydration and exhaustion&period; Also&comma; <em>We Happy Few <&sol;em>follows the model of most <a href&equals;"https&colon;&sol;&sol;en&period;wikipedia&period;org&sol;wiki&sol;Roguelike">roguelikes<&sol;a> as success is highly determinant on planning&comma; preparedness and risk&sol;reward management&period; That&&num;8217&semi;s where the similarities between <em>We Happy Few<&sol;em> and most other survival games stop&period; Instead of physical acts like building shelter and fending off predators&comma; this game requires you to struggle to keep up appearances and remain unnoticed among crowds of drug-addled&comma; easily aggravated NPCs&period; You must blend in to survive&period; Instead of spears and armor&comma; your items include gifts you can craft to calm aggravated citizens&comma; or a newspaper you can pretend to read&comma; hiding in plain sight and breaking eye contact to quell suspicion&period;<&sol;p>&NewLine;<figure id&equals;"attachment&lowbar;105581" aria-describedby&equals;"caption-attachment-105581" style&equals;"width&colon; 1024px" class&equals;"wp-caption aligncenter"><img class&equals;"wp-image-105581 size-large" src&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2016&sol;05&sol;03182718&sol;WeHappyFew&lowbar;01-1024x555&period;jpg" alt&equals;"We Happy Few - Bagogames" width&equals;"1024" height&equals;"555" &sol;><figcaption id&equals;"caption-attachment-105581" class&equals;"wp-caption-text">&lpar;We Happy Few&comma; Compulsion Games&rpar;<&sol;figcaption><&sol;figure>&NewLine;<p>My demo began as I awoke in a shelter located in the rundown&comma; &&num;8220&semi;ghetto&&num;8221&semi; section of Wellington Wells&comma; where junkies&comma; lunatics and social deviants &lpar;like those who stop taking Joy&rpar; are cast out&period; After foraging for supplies and crafting a couple lock picks&comma; I exited the shelter and began to explore&period; After fleeing from a fight in which I was totally outnumbered&comma; I realized that I was nearing starvation&comma; so I needed to break into a house to find food&period; The game&&num;8217&semi;s HUD notifies you when nearby NPCs are suspicious&comma; but it doesn&&num;8217&semi;t tell you if you are simply being watched&period; I knew breaking into a home would obviously cause some suspicion or aggression&comma; so before picking the lock&comma; I paranoically looked over both shoulders to make sure I was alone&period; Once inside&comma; I found two junkies asleep on bare mattresses&comma; next to some storage containers&period; To ensure they wouldn&&num;8217&semi;t wake as I rifled through their belongings&comma; I decide it best to strangle them both in their sleep&period; After finishing the unsavory act&comma; I found a few potatoes that I ravenously consumed&period;<&sol;p>&NewLine;<figure id&equals;"attachment&lowbar;105582" aria-describedby&equals;"caption-attachment-105582" style&equals;"width&colon; 1024px" class&equals;"wp-caption aligncenter"><img class&equals;"wp-image-105582 size-large" src&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2016&sol;05&sol;03182656&sol;WeHappyFew&lowbar;05-1024x555&period;jpg" alt&equals;"We Happy Few - Bagogames" width&equals;"1024" height&equals;"555" &sol;><figcaption id&equals;"caption-attachment-105582" class&equals;"wp-caption-text">&lpar;We Happy Few&comma; Compulsion Games&rpar;<&sol;figcaption><&sol;figure>&NewLine;<p>I then snuck away from the scene of the crime to discover a bridge leading to an upper-class section of town&period; Unfortunately&comma; it was blocked by an automated checkpoint that tests to ensure that passersby were adequately high on Joy&period; I had a small amount of Joy on me&comma; but since &&num;8220&semi;crashing&&num;8221&semi; after the high severely effects your health and stamina&comma; I wanted to avoid taking it&period; I was assured that this checkpoint acted as a way to advance the story&comma; so I needed to find a way through&period; As day turned to night &lpar;which effects NPC behavior and their expectations of your behavior&rpar;&comma; I found a group of bobbies who by day guarded the apple orchard&comma; but by night had drank themselves into a stupor around a campfire&period; After I managed to swipe one of their key cards&comma; I used it to pass through the checkpoint&comma; into the higher-class neighborhood&comma; which is where things took a turn for the worse&period;<&sol;p>&NewLine;<p>As I walked down the street&comma; I began to get aggravated looks from townsfolk&period; In the ghetto&comma; my sobriety and tattered clothing was not an issue&comma; but in this section of town it wasn’t acceptable&comma; and I had no cloth&comma; which I could have used to quickly mend my outfit&period; As a last ditch attempt to fit in&comma; I took the only Joy I had&comma; dramatically changing the world around me&period; Everything became sunshine&comma; lollipops and double rainbows and I proudly marched down the street with the happy confidence of a stoned idiot&period; When the effect of the drug began to wear off&comma; I started to crash and people again began noticing me&comma; including a nearby bobby&period; I then bolted down the street in a panic&comma; inciting more suspicion and aggravation&period; After being cornered in an alley&comma; I was viciously beaten to death by the pursuing officer&period;<&sol;p>&NewLine;<figure id&equals;"attachment&lowbar;105585" aria-describedby&equals;"caption-attachment-105585" style&equals;"width&colon; 1024px" class&equals;"wp-caption aligncenter"><img class&equals;"wp-image-105585 size-large" src&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2016&sol;05&sol;03182614&sol;NPC-1024x554&period;jpg" alt&equals;"We Happy Few - Bagogames" width&equals;"1024" height&equals;"554" &sol;><figcaption id&equals;"caption-attachment-105585" class&equals;"wp-caption-text">&lpar;We Happy Few&comma; Compulsion Games&rpar;<&sol;figcaption><&sol;figure>&NewLine;<p><em>We Happy Few<&sol;em> is slightly more forgiving than most roguelikes as you are temporarily resurrected at the location of your death&comma; a hairbreadth away from dying&period; This gives you a chance to prevent your ultimate demise by quickly using an item to cure what ails you&comma; be it food&comma; water&comma; or medical supplies&period; Since I was beaten to death by an officer&comma; my physical health was very low when I reawakened&period; I was lucky enough to have already scavenged some bandages&comma; which I used to heal&period; If I hadn&&num;8217&semi;t&comma; I would have had to have frantically searched for some before my health totally gave out&comma; ending the game entirely&period; According to the development team&comma; there is a &&num;8220&semi;more casual&&num;8221&semi; mode for players who want an easier go of it&comma; but ultimately&comma; the 7 hour experience is intended to be played as a roguelike&period;<&sol;p>&NewLine;<p><iframe src&equals;"https&colon;&sol;&sol;www&period;youtube&period;com&sol;embed&sol;cc67&lowbar;BrCdPc" width&equals;"560" height&equals;"315" frameborder&equals;"0" allowfullscreen&equals;"allowfullscreen"><&sol;iframe><&sol;p>&NewLine;<p>Despite only being 2 years into development&comma; I was pleasantly surprised to see that <em>We Happy Few<&sol;em>’s presence on the show floor had grown exponentially since last year’s PAX East&period; The game is absurdly unique and so psychologically engrossing that I barely even noticed when a piece of the demo booth literally&comma; incidentally collapsed on my head while I played&period; Despite having very little exposure outside of game conventions&comma; it&&num;8217&semi;s far and way one of the titles I am looking forward to most&comma; and I predict it will be a sleeper hit when it comes to Early Access on Steam and Xbox One later this year&period; While there is currently no official final launch date&comma; once finished&comma; <em>We Happy Few<&sol;em> will be coming to Mac and Linux&comma; with a possible PS4 port soon after&comma; depending on the game&&num;8217&semi;s success&period;<&sol;p>&NewLine;

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