<p><span style="font-weight: 400;">Shortly after World War II, the people of an isolated society in Europe try to forget the war by constantly taking a happiness drug called Joy. They lose their ability to think clearly, and start to go insane. The premise alone of </span><i><span style="font-weight: 400;">We Happy Few</span></i><span style="font-weight: 400;"> is enough to draw tons of attention and interest. Everything about this plot sounds great. First off, we can expect to find a retro-futurism theme present in the game &#8211; something we always love to see. Secondly, there’s obviously going to be shape-shifting visuals due to the Joy drug and desire for happiness by its victims. </span><i><span style="font-weight: 400;">We Happy Few </span></i><span style="font-weight: 400;">seems like a recipe for success, but does its gameplay stack up?</span></p>
<p><i><span style="font-weight: 400;">We Happy Few</span></i><span style="font-weight: 400;"> combines RPG and survival-horror components in an open-world environment. Taking inspiration from franchises like </span><i><span style="font-weight: 400;">Fallout </span></i><span style="font-weight: 400;">and </span><i><span style="font-weight: 400;">Bioshock</span></i><span style="font-weight: 400;">, the game delivers a great universe that could stay fresh for years. Also, many locations and items in the game are procedurally generated, further adding to the freshness. The object of the game isn’t set in stone, as it’s non-linear with various quests, but I actually think </span><i><span style="font-weight: 400;">We Happy Few </span></i><span style="font-weight: 400;">could benefit from a linear plot. Although we try to stay away from undeviating storylines these days, this game doesn’t feel quite right as an open-world RPG. Even a few more cutscenes would give some needed direction to the player. I wanted to have a movie-like experience with my preview of </span><i><span style="font-weight: 400;">We Happy Few</span></i><span style="font-weight: 400;">, but couldn’t find anything more than an opening sequence being offered. Hopefully, more guidance will be present in the final form of the game, rather than just a few more story quests and a conclusion being added.</span></p>
<figure id="attachment_111216" aria-describedby="caption-attachment-111216" style="width: 1921px" class="wp-caption aligncenter"><img class="wp-image-111216 size-full" src="https://cdn.bagogames.com/wp-content/uploads/2016/08/08161410/We-Happy-Few.jpg" alt="We Happy Few (<;em>;We Happy Few<;/em>;, Compulsion Games)" width="1921" height="1080" /><figcaption id="caption-attachment-111216" class="wp-caption-text">The town of Wellington Wells. (<em>We Happy Few</em>, Compulsion Games)</figcaption></figure>
<p><span style="font-weight: 400;">As I already mentioned, your main objective isn’t streamlined. I spent most of my time wandering around, looting random houses and people for items. My strategy was to pick up as many items as possible, and make sense of them after filling up some inventory space. A crafting system must be utilized in order to advance through certain areas of the game. Luckily, you’re notified when you need to craft something to proceed. I found the crafting feature to be well-implemented and self-explanatory. Every item you find has some purpose, whether it be immediately, or a couple hours down the road. So, it’s always a smart idea to hold onto everything, even a rotten carrot.</span></p>
<p><i><span style="font-weight: 400;">We Happy Few</span></i><span style="font-weight: 400;"> is primarily advertised as a “survival” game, but I surprisingly found those features to be the most awkward. As a whole, the game felt like a standard RPG with a bunch of random survival meters slapped on. Specifically, food, hunger, and sleep counters constantly bug you and drain extremely quickly. Every time I was in the middle of a quest or exploring a building, I was interrupted by a hunger warning. Although ignoring the survival components won’t kill you, there are certain movement and regeneration penalties for doing so. Also, your character will occasionally become sick or injured. With all these factors ticking at all times, I felt less anxious and more like a zombie as I played through the game. Some would argue that’s the point, but I’d rather play </span><i><span style="font-weight: 400;">Fallout </span></i><span style="font-weight: 400;">than stumble around as a starving, sleep-deprived, alcoholic (because I couldn’t find a water source but had tons of beer).</span></p>
<p><span style="font-weight: 400;">Combat in the game is 100% melee from what I experienced. Your character’s fists are surprisingly durable, but a weapon always helps in battle. Bringing up survival again, I never really was randomly attacked by anyone. Every time I found myself fighting, it was after I had initiated a scuffle or started robbing someone in front of their face. In a dystopian world, I would imagine there would be gangs and corrupt police trying to rob you, but everyone in </span><i><span style="font-weight: 400;">We Happy Few </span></i><span style="font-weight: 400;">just walks around aimlessly. It was nice not having to deal with any of that, but somewhat unrealistic.</span></p>
<figure id="attachment_111217" aria-describedby="caption-attachment-111217" style="width: 1920px" class="wp-caption aligncenter"><img class="wp-image-111217 size-full" src="https://cdn.bagogames.com/wp-content/uploads/2016/08/08161803/We-Happy-Few-2.jpg" alt="We Happy Few (<;em>;We Happy Few<;/em>;, Compulsion Games)" width="1920" height="1080" /><figcaption id="caption-attachment-111217" class="wp-caption-text">Uncle Jack gives me nightmares. (<em>We Happy Few</em>, Compulsion Games)</figcaption></figure>
<p><span style="font-weight: 400;">The best part of the game was its subtle horror. You constantly hear the creepy voice of a live-action clown named “Uncle Jack”. This Big Brother type character appears to be the primary antagonist of the game, and he’s everywhere. Even in my underground bunker, Uncle Jack appeared on a TV and told everyone to hunt down anyone who doesn’t take Joy. Also, the effects of WWII are apparent with destroyed houses and vandalized buildings. 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. </span></p>
<p><i><span style="font-weight: 400;">We Happy Few</span></i><span style="font-weight: 400;"> still has some development work ahead, but I’m not sure if any of its core features will be altered. Fortunately, the game’s developers have promised a story, but it might be a long wait. “Early Access” games are always a strange case, as fairly judging them isn’t really possible. I’m hoping for the best with </span><i><span style="font-weight: 400;">We Happy Few</span></i><span style="font-weight: 400;">, but it’s definitely far from finished. </span></p>

BagoGames > Articles > Game Previews > PC Previews > We Happy Few Preview
We Happy Few Preview
-
By Nate Lakritz

(We Happy Few, Compulsion Games)
- Categories: Game Previews, PC Previews
- Tags: Compulsion GamesGamesOpen WorldPCSurvivalTop StoriesWe Happy Few
Related Content
Type-NOISE: Shonen Shojo PC Preview
By
Abdul Saad
March 20, 2025
Tribe Nine Hands On Impressions
By
Abdul Saad
November 8, 2024