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Review: We Happy Few

This article is over 6 years old and may contain outdated information

We Happy Few is blunt. Within minutes of the gameā€™s start, masked office workers feast on rat guts they think are candy because theyā€™re taking Joy, the premiere hallucinatory antidepressant of the apocalypse. The lead character, himself an office drone in charge of helping completely wipe out anything in history deemed unpleasant, wonders if thereā€™s a such a thing as a ā€œtrue selfā€ in a world of mood-altering drugs. If it were any more on-the-nose, the scene would be up it.

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Subtlety is not a perquisite, though. Not everything needs to be hushed, feathering out meaning and insight through careful visual storytelling, brevity, and implication. Not everything needs to show you the half-eaten meal moldering on a table to explain that something very bad happened, very fast, and the people dining had to get the hell out of dodge. Sometimes itā€™s OK to have your protagonist walk into a room and say, ā€œOh shit! Things are bad! I am experiencing the most difficult conflict of my life and itā€™s making me question everything! Damn!ā€ Thatā€™s just fine provided the narrative baldness is backed by meaningful character and story. Weā€™re still performing Macbeth 400 years later because of its light touch; it endures because the mad kingā€™s story connects with anyone whoā€™s ever experienced ambition or guilt, Lady Macbeth is a badass, witches spice up any tragedy, and itā€™s just so good.

We Happy Fewā€™s failure isnā€™t solely that it has all the grace of a pre-Cambrian volcano. Compulsion Gamesā€™ sophomore effort falls flat because the potential in its alternate universe 1960s is never realized. The inherent intrigue in its core theme ā€” surrendering identity for security ā€” is never given depth by characters or confrontation. It wouldnā€™t have mattered if star Arthurā€™s tragedy was more carefully revealed, if the gameā€™s social commentary were more restrained, or if its challenges were more complex than
ā€œsteal yet another thing.ā€ We Happy Few could have been a knife slicing through its playersā€™ personal experiences of alienation. Instead itā€™s a dented wiffle ball bat clunking airily on concrete.

The year is 1964 and god opted to not save the queen. The United Kingdom is a wreck after surrendering to Germany in World War II The country is reduced to ruins, overgrown pastures, and pockets of survivors with preserved (and in some cases sci-fi advanced) infrastructure that bends to a fascistic social contract. There are those who take Joy, a hallucinatory super-drug that makes you feel like the baby-faced sun from The Teletubbies and forget all unhappy memories; these are the folks that get to live in whatā€™s left of civilization. Then there are Downers; those poor people ā€” both literal and metaphorical ā€” either refuse to take Joy or for whom the effects of the drug have worn off permanently. At the beginning of the game, Arthurā€™s memories about a lost brother taken by the German army along with the rest of Britainā€™s youth are starting to bubble back up. Escaping out into the Downer world, he vows to find his brother beyond the confines of Wellington Wells and its authoritarianism-by-pills rule.

As far as setups go, We Happy Fewā€™s is deeply appealing for the right sort of player. If the question ā€œWhat if Half-Life 2 was actually made by Ray Davies?ā€ revs your engine, it might still be worth giving the game a cursory glance. Thereā€™s even some mechanical pleasure to be had.. Half your time is spent trying to weather this cruel environment,collecting debris, crafting new tools, and, most novelly, regulating your intake of Joy to freely exist around both townies and Downers. The other half is spent exploring , puzzle-solving, and getting into stiff, brief fights. Thereā€™s a likable balance between the survival and adventure. More than a base action game, We Happy Few adds a wrinkle to the formula in BioShock, a game that director Guillaume Provost singled out as a primary influence.

We Happy Few has what seems like a sturdy skeleton, though the gameplay is filled with glitches. Enemies pop into the landscape seemingly at random; citizens will ignore Arthur if heā€™s crouching right on their feet, but pursue him with bloodhound fury if he pops into their sightlines from a dozen feet away; sometimes you just canā€™t pick up an item thatā€™s sitting right in front of you. Jankiness can be forgiven in the face of a good time and an affecting tale. Neither are present here. Hours into the game, Arthur rejoins the Joy-addled streets of Wellington Wells and has to break into a fetish club. Not only is it the fourth major story mission that amounts to little more than committing B&E, it lays bare the flimsy central conceit of the game. If everyoneā€™s hopped up on Joy, why would being spanked in secret still be a kink? Thereā€™s no history in Wellington Wells, so why would shame be erotic?

Once youā€™ve asked one question of We Happy Few, more rush in. Why would the psychedelic movement overtake fashion and art in a Britain with no post-war nouveau riche? Why does Arthur know how to make hand-crafted materials if heā€™s been living in a drug-coddled world for over a decade? Where are all the animals? Is Joy bad or good in the eyes of the people using it? If Arthurā€™s so forgettable that he can hide on a bench behind a newspaper, why canā€™t he just slip past most guards? Why is the solution to every mission inevitably ā€œrun until the cutscene activates and your pursuers forget about you?ā€ And why is everything ā€” from the ethical complexity of medicine to the pain of survivorsā€™ guilt ā€” treated with the same lack of depth?

The creators of We Happy Few are not shy about their inspirations beyond BioShock. Explicit references to abjectly British-flavoured media like Monty Pythonā€™s Flying Circus, Doctor Who, Austin Powers, and The Prisoner sit alongside big tips of the hat to identity-obsessed sci-fi like Dark City. We Happy Few even references Shakespeareā€™s Macbeth early on to explore powerā€™s fundamental relationship with paranoia. But these are not allegorical nods so much as they are rib-nudges from a friend with great taste. See? Get it, huh, get it? The tide of references donā€™t enrich the game.

There are moments when you can see the game We Happy Few could have been. When Arthur nearly overdoses on Joy and watches the world start to warp around the edges even as a town of masked assailants slowly bear down on him, the game evokes the real nightmare of total conformity. The thought of human beings, flawed flesh and blood like yourself, trading away reason for brute happiness is even scarier when their hands are inching towards you and thereā€™s no escape. It calls up any real experience of anxiety lickety split. But the threatā€™s easy to escape and even easier to forget. The difference between a great idea and a great story is subtle, but important.


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Image of Anthony John Agnello
Anthony John Agnello
Anthony John Agnello has worked full-time as a journalist and critic for over a decade with outlets like The A.V. Club, Edge Magazine, Joystiq, Engadget, and many, many others. Anthony first contributed to The Escapist in 2009, with In Defense of the Friend Code, an article about how we don't know where we're going if we don't know where we come from. How even what seems like the stupidest creation in the world comes from a human place; it's the work of one person reaching out to another.
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