We Happy Few Preview

(We Happy Few, Compulsion Games)

<p><span style&equals;"font-weight&colon; 400&semi;">Shortly after World War II&comma; the people of an isolated society in Europe try to forget the war by constantly taking a happiness drug called Joy&period; They lose their ability to think clearly&comma; and start to go insane&period; The premise alone of <&sol;span><i><span style&equals;"font-weight&colon; 400&semi;">We Happy Few<&sol;span><&sol;i><span style&equals;"font-weight&colon; 400&semi;"> is enough to draw tons of attention and interest&period; Everything about this plot sounds great&period; First off&comma; we can expect to find a retro-futurism theme present in the game &&num;8211&semi; something we always love to see&period; Secondly&comma; there’s obviously going to be shape-shifting visuals due to the Joy drug and desire for happiness by its victims&period; <&sol;span><i><span style&equals;"font-weight&colon; 400&semi;">We Happy Few <&sol;span><&sol;i><span style&equals;"font-weight&colon; 400&semi;">seems like a recipe for success&comma; but does its gameplay stack up&quest;<&sol;span><&sol;p>&NewLine;<p><i><span style&equals;"font-weight&colon; 400&semi;">We Happy Few<&sol;span><&sol;i><span style&equals;"font-weight&colon; 400&semi;"> combines RPG and survival-horror components in an open-world environment&period; Taking inspiration from franchises like <&sol;span><i><span style&equals;"font-weight&colon; 400&semi;">Fallout <&sol;span><&sol;i><span style&equals;"font-weight&colon; 400&semi;">and <&sol;span><i><span style&equals;"font-weight&colon; 400&semi;">Bioshock<&sol;span><&sol;i><span style&equals;"font-weight&colon; 400&semi;">&comma; the game delivers a great universe that could stay fresh for years&period; Also&comma; many locations and items in the game are procedurally generated&comma; further adding to the freshness&period; The object of the game isn’t set in stone&comma; as it’s non-linear with various quests&comma; but I actually think <&sol;span><i><span style&equals;"font-weight&colon; 400&semi;">We Happy Few <&sol;span><&sol;i><span style&equals;"font-weight&colon; 400&semi;">could benefit from a linear plot&period; Although we try to stay away from undeviating storylines these days&comma; this game doesn’t feel quite right as an open-world RPG&period; Even a few more cutscenes would give some needed direction to the player&period; I wanted to have a movie-like experience with my preview of <&sol;span><i><span style&equals;"font-weight&colon; 400&semi;">We Happy Few<&sol;span><&sol;i><span style&equals;"font-weight&colon; 400&semi;">&comma; but couldn’t find anything more than an opening sequence being offered&period; Hopefully&comma; more guidance will be present in the final form of the game&comma; rather than just a few more story quests and a conclusion being added&period;<&sol;span><&sol;p>&NewLine;<figure id&equals;"attachment&lowbar;111216" aria-describedby&equals;"caption-attachment-111216" style&equals;"width&colon; 1921px" class&equals;"wp-caption aligncenter"><img class&equals;"wp-image-111216 size-full" src&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2016&sol;08&sol;08161410&sol;We-Happy-Few&period;jpg" alt&equals;"We Happy Few &lpar;&lt&semi;em&gt&semi;We Happy Few&lt&semi;&sol;em&gt&semi;&comma; Compulsion Games&rpar;" width&equals;"1921" height&equals;"1080" &sol;><figcaption id&equals;"caption-attachment-111216" class&equals;"wp-caption-text">The town of Wellington Wells&period; &lpar;<em>We Happy Few<&sol;em>&comma; Compulsion Games&rpar;<&sol;figcaption><&sol;figure>&NewLine;<p><span style&equals;"font-weight&colon; 400&semi;">As I already mentioned&comma; your main objective isn’t streamlined&period; I spent most of my time wandering around&comma; looting random houses and people for items&period; My strategy was to pick up as many items as possible&comma; and make sense of them after filling up some inventory space&period; A crafting system must be utilized in order to advance through certain areas of the game&period; Luckily&comma; you’re notified when you need to craft something to proceed&period; I found the crafting feature to be well-implemented and self-explanatory&period; Every item you find has some purpose&comma; whether it be immediately&comma; or a couple hours down the road&period; So&comma; it’s always a smart idea to hold onto everything&comma; even a rotten carrot&period;<&sol;span><&sol;p>&NewLine;<p><i><span style&equals;"font-weight&colon; 400&semi;">We Happy Few<&sol;span><&sol;i><span style&equals;"font-weight&colon; 400&semi;"> is primarily advertised as a &OpenCurlyDoubleQuote;survival” game&comma; but I surprisingly found those features to be the most awkward&period; As a whole&comma; the game felt like a standard RPG with a bunch of random survival meters slapped on&period; Specifically&comma; food&comma; hunger&comma; and sleep counters constantly bug you and drain extremely quickly&period; Every time I was in the middle of a quest or exploring a building&comma; I was interrupted by a hunger warning&period; Although ignoring the survival components won’t kill you&comma; there are certain movement and regeneration penalties for doing so&period; Also&comma; your character will occasionally become sick or injured&period; With all these factors ticking at all times&comma; I felt less anxious and more like a zombie as I played through the game&period; Some would argue that’s the point&comma; but I’d rather play <&sol;span><i><span style&equals;"font-weight&colon; 400&semi;">Fallout <&sol;span><&sol;i><span style&equals;"font-weight&colon; 400&semi;">than stumble around as a starving&comma; sleep-deprived&comma; alcoholic &lpar;because I couldn’t find a water source but had tons of beer&rpar;&period;<&sol;span><&sol;p>&NewLine;<p><span style&equals;"font-weight&colon; 400&semi;">Combat in the game is 100&percnt; melee from what I experienced&period; Your character’s fists are surprisingly durable&comma; but a weapon always helps in battle&period; Bringing up survival again&comma; I never really was randomly attacked by anyone&period; Every time I found myself fighting&comma; it was after I had initiated a scuffle or started robbing someone in front of their face&period; In a dystopian world&comma; I would imagine there would be gangs and corrupt police trying to rob you&comma; but everyone in <&sol;span><i><span style&equals;"font-weight&colon; 400&semi;">We Happy Few <&sol;span><&sol;i><span style&equals;"font-weight&colon; 400&semi;">just walks around aimlessly&period; It was nice not having to deal with any of that&comma; but somewhat unrealistic&period;<&sol;span><&sol;p>&NewLine;<figure id&equals;"attachment&lowbar;111217" aria-describedby&equals;"caption-attachment-111217" style&equals;"width&colon; 1920px" class&equals;"wp-caption aligncenter"><img class&equals;"wp-image-111217 size-full" src&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2016&sol;08&sol;08161803&sol;We-Happy-Few-2&period;jpg" alt&equals;"We Happy Few &lpar;&lt&semi;em&gt&semi;We Happy Few&lt&semi;&sol;em&gt&semi;&comma; Compulsion Games&rpar;" width&equals;"1920" height&equals;"1080" &sol;><figcaption id&equals;"caption-attachment-111217" class&equals;"wp-caption-text">Uncle Jack gives me nightmares&period; &lpar;<em>We Happy Few<&sol;em>&comma; Compulsion Games&rpar;<&sol;figcaption><&sol;figure>&NewLine;<p><span style&equals;"font-weight&colon; 400&semi;">The best part of the game was its subtle horror&period; You constantly hear the creepy voice of a live-action clown named &OpenCurlyDoubleQuote;Uncle Jack”&period; This Big Brother type character appears to be the primary antagonist of the game&comma; and he’s everywhere&period; Even in my underground bunker&comma; Uncle Jack appeared on a TV and told everyone to hunt down anyone who doesn’t take Joy&period; Also&comma; the effects of WWII are apparent with destroyed houses and vandalized buildings&period; It will be interesting to see if Uncle Jack’s backstory is explained and if he has anything to do with the conclusion of the game&period; <&sol;span><&sol;p>&NewLine;<p><i><span style&equals;"font-weight&colon; 400&semi;">We Happy Few<&sol;span><&sol;i><span style&equals;"font-weight&colon; 400&semi;"> still has some development work ahead&comma; but I’m not sure if any of its core features will be altered&period; Fortunately&comma; the game’s developers have promised a story&comma; but it might be a long wait&period; &OpenCurlyDoubleQuote;Early Access” games are always a strange case&comma; as fairly judging them isn’t really possible&period; I’m hoping for the best with <&sol;span><i><span style&equals;"font-weight&colon; 400&semi;">We Happy Few<&sol;span><&sol;i><span style&equals;"font-weight&colon; 400&semi;">&comma; but it’s definitely far from finished&period; <&sol;span><&sol;p>&NewLine;

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