We're Happy on PC
Bobby smiles at Arthur with his creepy Cheshire cat-like laugh and warns him not to get into any evil, or it's going to be hell to pay. He burns his baton stick challenging, giving Arthur one last knowing look before turning away. It's an exciting moment, especially since you're not sure if the bobby knows you're a secret a downer. After turning away, the bobby continues to walk in speechless circles around the bench Arthur is sitting on. Every couple of seconds or so, he will tell Arthur the same thing he did before – that he needs to stay out of evil – keep walking in circles and repeat the cycle.
This little anecdote could probably summarize my experience with We Glad Get As A Unit. The game gives a compelling narrative and setting, but is constantly undermined by lack of polish, which completely destroys the underlying threat and creepy message that it tried to convey.
Developed by forced play, we find happy few in a dystopian version of the UK. In this world, the people have been hooked on a substance called Joy, which puts them in a constant state of euphoria. People are happy all the time, but side effects include severe memory loss, thoughtless violence and the creation of an authoritarian government where those who are not on the drug are eradicated and turned up.
The game's first action puts you in the shoes of an Arthur Hastings, who works to review newspaper articles and censor them before being released for public consumption. One day he chooses not to take his pleasure, and memories of his childhood come flooding back to him. Before long, he is recognized as a downer (people who are beyond their joy) and he is forced out of the village. Arthur then resolves to recover as much of his memory as he can while he is also looking for his brother Percy, who had been sent to Germany when they were only children.
We Happy Few's setting serves as a fine backdrop for Arthur's story, especially when the game enters the political climate of this dystopian world, along with themes of prize of happiness and whether it's worth living in a wonderful dreamless state instead of handling the cruelties of reality. These are really fascinating things, and his story becomes more exciting when you meet other characters with conflicting ideologies or different ones take on the situation.
Kunstretning i Vi Lykkelige Få is brilliant, with neon colors appearing when you first enter Maidenholm, as opposed to the gloomy grays of slums like Luds Holm and Barrow Holm. The sign designs are appropriately disturbing and creepy, where each NPC has a white mask plastered in the face to make them look like they're smiling persistently. The comic style of the game is beautiful and creepy at the same time and there is much to appreciate here in terms of art and visual.
We Happy Few have a lot of storytelling to dive in too; While Arthur's story can take up to 1
At its core, We Happy Few is a survival game that is already a strange choice on its own. Aside from controlling how much pleasure you take, you must also keep in mind other needs your grades may have. For example, Arthur needs to handle his thirst and hunger, Ollie has his blood pressure to look for, and Sally, well, I do not want to destroy what Sally has to deal with, as it's actually a pretty interesting twist in the context of history. It's not hard to find the resources you need most of the time, but it feels like unnecessary padding or busy just to make you feel like you're doing something during downtime. If that's something, it's almost destroying the pace of history, since you're constantly making sure your people are healthy, managing their inventory so they do not get overloaded with things and it just feels so unnecessary.
I know It does not help but wonder how the game would have been shown if there was just a linear track of history you could follow or whether joy was the only thing you could do. As it stands, this means that the main part of the game is about collecting resources and making sure that your characters are never too exhausted, so they do not begin to be underestimated in combat.
So let's talk about the match. To put things bad, the match is not good. In fact, it's a little awful. You will primarily use melee weapons and you will hit left-click to give your enemies a good blow. But when you take into account the endurance system, it's not always easy to land here on enemies and you also have to learn to block attacks and push people away to break the guard. When you play like Arthur and Sally, it's generally unwise to face your enemies, and then you need to rely more on bias. And unfortunately, the stealth elements are easily the weakest part of the game.
At first, the enemy's detection is felt for most of the time. When you nest you can see the enemy footsteps on the screen and sneak to them accordingly. However, it is not always clear what the enemy's sight line is. At times I would be able to sneak up from the side and perform a quick takedown. Other times, I want to crouch-go to an enemy right behind and they would like to hear me and become aggressive immediately. Even when you are forced to full-on combat, AI behavior still feels incredibly wonky and stagnant. The enemies will run straight to you and try to get you up so it's a matter of kiting groups around the room while restoring stamina, so turn around and try to get some jabs before you continue to run. If you feel particularly brave, try to face the group's head and break the guards while trying to beat multiple enemies at once, but it will usually end up hard for you.
With an unreliable stealth system, and bad close combat fought by the character's wimpy stamina bar, fighting is not particularly funny or engaging in We Gladly Get. It's pretty boring and the fact that most of the game tramples you through these stupid levels does not give a very enjoyable gameplay-wise experience.
This lack of polish permeates throughout the experience, even when you & # 39; be out of battle. As in my anecdotal example from earlier, NPCs in the village serve no other purpose than to prevent the site from being emptied. We Happy Few is a semi-open world game where you can travel between the different islands and pursue the side goals, but apart from important NPCs that exist to give you quests, the rest of them are just there to go without meaning. Bobbies want to chase you down at night and doctors will come after you with chainsaw if they see you are happy, but everyone else is just kind of meanders around. The open world ends up feeling hollow and devoid of some soul because of it. I suppose you could argue that the NPCs are soulless just because they are so filled with joy but when they start walking around in small circles and say hi to the same person every couple of seconds or when their character models disappear randomly when I try talking to them, destroying some downgrading you may have had in the We Happy Few World.
We are happy few at its best when it focuses on just giving you lore and story details. The writing of the game feels a little tough during the opening hours, but it is getting better when you get out of the training island. The scripture is so full of witty charm and dark humor permeated by British culture that satirizes some real situations in playful and sometimes unwavering deep ways. It is also completely stupid and normal psychedelic in the best possible ways. Just when I think I'm going to give up the game to put me through another lousy stealth section, we'll put Happy Few's charming full-screen page and let me go on a rollercoaster tower as I set a horn and suck up rocks in a pipe. The game thrives on the absurdity of its premise and it's the only thing that drives me forward and gives me the will to see the story to the end, for enemies if I did not need it after all the painful leaks and match meetings.
After completing all three stories, I found that I enjoyed the journey the game took on me, but I was also overwhelmedly relieved that it was finally over. At the end of the day we leave happily make me feel in conflict. I never want to put myself through the resource management ever again, but I can not discuss its sharp sense and captivating writing either. Finally, I Can not Take Me To Give We Happy Get a wholehearted recommendation for the average player. This is a game that will test your patience and if you're willing to keep it out, you're rewarded with a good story that was only disappointed by weird design decisions and incorrect execution.
Score: 3/5 – Fair
For more information about how we evaluate games, check out Twinfinite's review policy here.