We Happy Few


We Happy Few is an action-adventure video game developed by Compulsion Games and published by Gearbox Publishing. In 2016, an early access version was released for Windows, with the full game seeing wide release for PlayStation 4, Windows, and Xbox One in August 2018.
Played from a first-person perspective, the game combines role-playing, survival, and light roguelike elements. Taking place within the retro-futuristic version of the mid-1960s, following an alternative version of World War II, players take control over one of three characters, each of whom seek to complete a personal task while escaping the fictional city of Wellington Wells – a crumbling dystopia on the verge of societal collapse, due to the overuse of a hallucinogenic drug that keeps its inhabitants blissfully unaware about the truth of their world, while leaving them easily manipulated and lacking morals.
The developers focused on creating a story with strong narratives, while underlining gameplay with a sense of paranoia, and designing in-game decisions that are of moral gray areas and weight, which influence and affect later parts of the game. Design of the game's setting was based on various elements of 1960s British culture, with the developer, Compulsion Games, seeking inspiration on dystopian societies from various influences in the media, such as Brazil, Nineteen Eighty-Four, Animal Farm, Fahrenheit 451, Brave New World, and heavily on the MaddAddam trilogy. Work on the game began with a Kickstarter funding campaign in 2015, before the developers were acquired by Microsoft Studios in 2018, supporting the developers to work on a version for the Xbox One.
We Happy Few received mixed reviews from critics.

Gameplay

We Happy Few is an action game played from the first-person perspective that includes elements of stealth and survival games. Players control one of three characters in the game's three different acts, each having their own skills and abilities, and their own reasons for escaping the village of Wellington Wells. There is Arthur Hastings, a well-balanced character adept at running and blending in; Sally Boyle, adept at sneaking and crafting chemical concoctions; and Ollie Starkey, adept at combat and crafting powerful explosives.
The game uses procedural generation to create the layouts of some parts of the game world at the start of each playthrough. Each Act presents the player with a main story goal, with a series of main quests to follow, but several optional side quests can also be completed to gain additional rewards. Completing objectives can earn the player-character rewards as well as skill points which the player can allocate among a skill tree to improve the character's attributes or give them new abilities, with each character having a special "Super-Duper" branch that improves their weaknesses and faults by strengthening them.
Throughout the game, the player can collect melee weapons, items, food, and wealth. Items are used to craft various tools to help progress in the world, like lockpicks, or medication, like healing balms, and can usually be found through simple scavenging or foraging. Food is used to maintain nourishment or thirst; staying nourished improves certain character attributes, while being hungry or thirsty can negatively impact these attributes. The player also must make sure the character gets rest to maintain these attributes, as well as their fighting performance. The player can gain access to underground safe houses dubbed "Hatches" for recovery, as well as to fast travel between other unlocked safe houses. This is not automatic, however, as the player character must restore the hatch to working order to unlock the hatch fast travel. Wealth can be gained through looting phone boxes, crates, safes, or through bartering with various vendors, where you may also exchange your wealth for various items and delicacies.
A core element of We Happy Few is Joy, an addictive hallucinogenic pill used by most of the citizens of Wellington Wells to make them forget the past and be happy. If the player opts to have their character use Joy, they will see the town in a colorful, joyful environment, and will be able to walk through the city without attracting undue attention from its citizens. This allows the player to pass through "Downer Detectors" without raising suspicion, but this does impair some of the character's abilities. As their Joy depletes, the town will revert to its dismal, war-torn state. While the player will have full control of their abilities, they will be seen as a "Downer", a threat to the stability of the people's happiness.
Whenever the player is caught, they must either fight off the citizens and police force through combat, or use stealth to sneak around the town and hide from pursuers. Furthermore, the player-character will suffer withdrawal effects from coming off Joy, impacting their health and thirst, as well as highly raising the suspicion meter of enemies. Should the player-character take too much damage from enemies or the environment, they will have to restart at a recent checkpoint. Optionally, the game allows the player to enable permadeath, requiring them to restart the game should the player-character die. The player must also account for their clothing; outside the Garden District where wastrels live, if the player-character is caught wearing a torn suit no matter if they take their Joy, they will be hunted down by the residents. Some pieces of clothing allow a player to conform in restricted areas, disarm traps in broad daylight without a fuss, or take honey from bees without being stung to death.

Arcade Mode

The 1.7 update included the "Arcade Mode," which added three new game modes: Survival, The Night Watch, and Sandbox. They can be accessed on the new tab on the main menu named Arcade. The player can save while in Survival and Sandbox, but not The Night Watch.
Survival mode focuses more on the game's survival features and requires close attention to the chosen character's physical needs. The player spawns on one of several islands of different sizes with different layouts; the islands are a mix of the Garden District and Hamlyn Village. The player can choose one of the three characters from the campaign to play as they progress through the campaign. On each Island there are two notable locations which each contain either a bridge key-card or a boat capacitor, and they have to use the key cards to unlock the bridges to the other islands. The player's score depends on how long they survive and if they managed to escape by collecting the five boat capacitors located around the map and repairing a boat in the boat house. The player has to find safe houses on the island, but they cannot sleep in an occupied house. They can also fast travel to any safe-house that they have located, from anywhere on the map. The player must explore others houses and buildings around the map to find food and water to avoid starving and dehydrating, which will end the game
The Night Watch mode focuses on the game's combat features and instead of being a downer, the player plays as a Bobby named John Constable. The player spawns on a randomly generated island in the Village of Hamlyn, with no bridges leading off of the island. The mode is round-based, and to advance the rounds, the player must eliminate all enemies that spawn in until the rounds timer ends, in which the player can use a Bobby Popper to end the round. The player earns money by eliminating enemies, consisting of Downers, "Headboys", Plaguies, and Wastrels. Witches can spawn, serving as mini-bosses and dealing the most damage out of any enemy, but also give major rewards when defeated. As well as spending their money on vending machines to gain better gear and items, players must spend their money on Joy, which they need to do regularly as their Joy Meter goes down. If the player character run out of Joy, the game ends. Joy starts at £20, but the price goes up every round. The player always takes Blackberry Flavour of Joy, a rarer version of the drug exclusively made for the Bobbies. As the player defeats enemies, their Rage Meter grows, with one slot of it being filled per elimination. Upon completely filling the meter, the player can activate Rage Mode, in which the player's stamina is unused and the Joy Meter is halted.
In Sandbox Mode, the player can do whatever they want, there is no goal. The player can choose how they want the island to be by changing the height variation, layout, size, and the island composition. They also can choose their character out of the three from the campaign, what they spawn with, and NPC density. They can also choose if permadeath is on or off.

Plot

Setting

The game takes place in an alternate historical timeline, in which Giuseppe Zangara assassinates Franklin D. Roosevelt in 1933, allowing Senator Huey Long to become President of the United States. Under Long, it is implied that Japan did not attack Pearl Harbor, but if they did, it would not give the United States a reason to fight against Germany, leaving the United Kingdom to defend itself from the German forces alone. The Battle of Britain was lost, allowing the Germans to invade and occupy the entire country. Most of the volunteer forces of the Home Guard became complicit in helping the Germans, with only a few attempting to resist.
At some point during the occupation, the population of the island town of Wellington Wells did what is initially only alluded to as a "Very Bad Thing" that caused the Germans to voluntarily leave their island, allowing the British citizens there to live free. However, the repercussions of the Very Bad Thing left the citizens with immense anguish and guilt over their actions, leading to the invention of a new hallucinogenic drug called "Joy", which suppresses all unhappy memories and leaves its user in a chemically-induced euphoria, while also brightening how they perceive their environment. However, its many adverse side effects include addiction, short-term memory loss, loss of appetite, nightmarish hallucinations, and being susceptible to manipulation.
By the 1960s, Wellington Wells' isolation led to resounding advances in technology, including Tesla-styled weapons, portable power cells, and automated security systems. Its inhabitants—referred to as "Wellies"—wear white "Happy Face" masks, which were created to forcefully mold the wearer's cheekbones into a smile, resulting in the wearer permanently smiling. Joy is freely dispensed in pill form and is also laced into the city's water supply. To encourage the drug's consumption, the media is tightly controlled and centers on "Uncle" Jack Worthing, a friendly MC whose voice and image widely broadcasts government propaganda over the city's televisions and radios.
Some Wellies developed immunity to Joy—partly due to ingesting bad batches of the drug—and subsequently became depressed or insane from remembering the Very Bad Thing; these people were then driven out of Wellington Wells and came to be known as "Wastrels". Others who voluntarily refuse their Joy are known as "Downers" and seen as a threat; if caught, Downers are either force-fed Joy, are taken to a Joy Doctor to get a potentially lethal liquid injection of Joy, or are outright killed on the spot. As a result, Wellington Wells has become a dystopian police state on the verge of collapse.