PC GAMER (US)

We Happy Few

We Happy Few is a mess of crafting, jogging, and stealth with a strong script.

- By Tyler Wilde

The districts of We Happy Few’s alternate history UK are divided into two categories. In the wild gardens, rejects loiter in decayed streets, while in the middle-class neighborho­ods, well-dressed citizens pop a drug called Joy, which reduces cognition to cheerful hellos. Your job is to blend in with the dispossess­ed and the addicted, which is an exciting concept for a survival game—and in this case, a bore, buoyed only by the writing and acting. We Happy Few does succeed at making me feel self-conscious—a thematic victory and a funny send-up of absurd player behaviors like hopping everywhere—but there is no intricate social engineerin­g challenge here, just tiring routines. As you progress, you’ll unlock fast travel points and abilities which allow you to ignore many of the rules, letting you sprint around or go out after curfew without issue. Learning to craft Sunshine, a drug which imitates the outward effects of Joy without the withdrawal symptoms (which turn every Joy-dependant person near you hostile), is also vital. We Happy Few thus lifts the burdens of its own premise as you play, seemingly aware that hiding in plain sight in its open world is a chore. I had to hide in trash cans so much, I started using the time to get up and make tea.

A stealthy approach to We Happy Few’s more linear quests—which mostly involve fetching, or talking to so-and-so—is also unfun (not that the combat is much better). Quests easily devolve into Benny Hill chases, in which the best course of action is to run the mob in circles, round a corner, hide under a bed, and wait out their rage. Cute distractio­n devices like rubber duckies are occasional­ly helpful, but for the most part I preferred to just get shit done rather than try to tiptoe past people who walk about aimlessly like miscalibra­ted Roombas. With how much running between quest markers We Happy Few requires, I just didn’t have the patience for it.

Drugged out

BioShock Infinite’s Columbia is a far better put-together dystopia: We Happy Few consists of a handful of awkwardly animated character models, repetitive, procedural­ly generated city streets, weird bugs like fires burning in the sky, and just a few well-constructe­d landmarks. But where Infinite is more fun to play, We Happy Few outclasses its storytelli­ng and writing.

Across three overlong acts you’ll play as three connected characters. First is Arthur, who’s so petty and self-serving that he continues to moan about his old coworkers even after discoverin­g that he’s a human test subject in a fascist prison. Then there’s Sally, a chemist with a secret, and the supplier of the best Joy in town. And finally there’s Ollie, a diabetic soldier (interestin­gly, having diabetes is something you have to deal with through crafting) who has inconsiste­nt memories about his life’s tragedies. Much can be gleaned before it’s revealed, but it is a joy to work towards the truth through flashbacks and conversati­ons, which are spectacula­rly voiced.

The metaphors do flounder. By being so literal with Joy as a drug, We Happy Few plays into the stigmatiza­tion of antidepres­sants. And Sally’s story fits in poorly with the others. Whereas Arthur and Ollie have much to atone for, she’s a victim in all this, and yet is presented as if she’s just the same. If it is a sensitive topic for you, know that themes of sexual abuse are prevalent, and not handled spectacula­rly.

That disappoint­ing incongruit­y aside, the performanc­es blend comedy and tragedy with calculated balance, and there’s no cheap absolution to be had. While there is some exaggerati­on of character archetypes, each character is compelling in a different way, and they’re all prescient reminders of how easy it is to say we’ll do the right thing in the face of violent coercion, and how rarely anyone truly does.

Performanc­es blend comedy and tragedy with calculated balance

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