An uneven yet fascinating first-person role-player that mingles elements of immersive sim design with open world survival mechanics, We Happy Few is a love letter to all this, and - well, let's just say the letter isn't written in ink. Set in the cheerily nightmarish, procedurally generated township of Wellington Wells during an alternate history in which World War 2 ended rather differently, it's a dystopian compilation of British traditions - the keep-calm-and-carry-on ethic of the Forties, the fledgling consumer culture of the Fifties, the sugary tunes and hedonism of the Sixties. Riffing on the films of Stanley Kubrick and Terry Gilliam, the portrayal is absurd, fulsome, both dainty and menacing, with all manner of sceptred arcana popping through the seams of its tweed jacket as it brings a cudgel squarely down on your face.
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Presiding over everything is Uncle Jack, Wellington Wells's twinkly Eye of Sauron, his smile dimpling every television, his chuckles wafting from every radio. A background antagonist comparable to the Joker in Rocksteady's Arkham games, Uncle Jack has the answer to all life's ills, not that life has any ills in Wellington Wells. Played to smarmy perfection by X-Men actor Julian Casey, his repertoire of shows includes interviews with long-dead famous Britons (sportingly pantomimed by the interviewer) and cooking lessons for those who may, for whatever silly reason, find meat and vegetables hard to come by.
He'll sing you good morning when you wake, read you a story at bedtime and remind you incessantly to take your Joy. Joy? That would be the reason everybody in Wellington Wells is so blissfully content, even the ones who have tuberculosis or scurvy. It's a magic pill that paints crumbling masonry in rainbow hues, transforms disagreeable sights like blood spatter into a gust of butterflies and above all, keeps certain, very unpleasant memories at bay. Have you had your Joy today? Because as Uncle Jack always says, there's simply no excuse anymore for feeling bad. Or, for that matter, running, jumping and wearing shoddy clothes. Comport yourself in a manner redolent of less-than-total splendidness and people might think you're a Downer, and there's no place for Downers in Wellington Wells. Not the living ones, anyway.
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Least friendly of all are those suffering from plague, who have undergone a kind of linguistic time-travel and only speak Middle English; they'll fight you to the death once roused, so it's best to sneak by. Caught between epochs, the plague sufferers are the deep end of a story about a society's failure to come to terms with its own, much-reburied sins (the sad irony being that Britain's real history of empire and xenophobia is infinitely worse than anything perpetrated in We Happy Few). As the loading screens sum it up, "happy is the country that has no past".
It's an apt theme for a game built around procedural generation, whose environments are at once loaded with references and history-less, their streets, landmarks and quest scenarios rearranged in every runthrough. The premise of an NPC population either high as a kite or undergoing savage withdrawal also helps justify the simulation's absent-mindedness, with hordes of outraged residents forgetting you were ever there once you break line of sight, and stepping blithely over dead bodies once the initial shock has faded. If they're in tune with the setting, however, the mechanics and scenarios by which you explore We Happy Few's satire of Britain are often its weakest element, by turns bland, rickety and a waste of some terrific ideas.
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While much of the game is spent roving the pristine streets and torrid wastelands, quests typically take you to a well-guarded interior where you're free to use any combination of tactics to reach a waypoint - hacking machines such as alarm systems, picking locks, crawling through vents, hiding under tables or simply beating down all resistance with a metal-plated cricket bat. Finishing these missions (rather than just slaughtering people) gives you points to spend on a few character-specific upgrades, such as a set of unique crafting recipes or the ability to choke out one of the towering Bobbies from behind. These areas are also worth visiting for the narrative artefacts that litter their crevices, from adoring fan messages to Uncle Jack through official correspondence about the mounting stresses behind Wellington Wells's postcard veneer.
It's a balance, in short, between the intensely storied, branching design of a Dishonored map and the sprawling to-do list of an Elder Scrolls. And within that marriage, We Happy Few does have plenty of intriguing ideas of its own. The best is probably its druggy take on social stealth, which sees you not only dressing to suit the area you're in but popping pills to achieve the desired demeanour. Joy - which oversaturates the visuals and causes you to fling out your wrists as you walk - is widely available, but subject to attention-grabbing withdrawal symptoms. You'll need to ingest it continually to avoid these, but take too much and you'll scramble your character's brains and undergo a temporary stat cut. A safer but less convenient strategy is to craft some Sunshine, which mimics the effects of Joy and so lets you pass by certain security systems without raising the alarm - to say nothing of the sinister Doctors, who can sniff out those not under the influence.
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If the moment-to-moment is often a chore, We Happy Few regains some charisma care of the protagonists themselves - all sharply-written, sympathetic leads woven around a few signature skills and a core of complex ugliness. Each character offers a different lens through which to view Wellington Wells, exposing nuances which help rescue the setting from the realm of skin-deep parody. Each is also a carnival mirror for the others: you'll see their key conversations from each side as the story unfolds, and there are some provocative discrepancies between versions.
Government censor Arthur is simply trying to escape to the outside world, after chancing on a newspaper article that restores his memories of his brother Percy. With his quavering accents and thick spectacles, he's the epitome of the inoffensive middle class Brit, but flashbacks reveal that he's as much running from something as towards something else. Ollie, meanwhile, is an old Scottish soldier who is the handiest in a fight, but also the least socially acceptable. He's the character ultimately tasked with confronting the powers at be, a journey that involves comparing his memories of the War to the ignoble reality preserved at the Victory memorial camp.
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After disliking We Happy Few in Early Access I was half-expecting to loathe it at launch, and there is a lot that I loathe about it: the lumpy brawling, the showers of trinkets that usually amount to nothing, the branching scenarios that only make you yearn for Dishonored's vertical mazes and chaining abilities. But for everything I dislike, there is an element of the universe and writing that grabs me by the ears. A series of damning jokes about Brutalism, that architectural aesthetic so beloved of dystopian storytellers. A bunch of quests that take the piss out of Macbeth. The use of quizshow formats and Simon Says to root out non-conformists. Uncle Jack's impersonation of Mary Queen of Scots. And above all, the way these things shift and expand as you drill into them from the perspectives of some very different people, in the course of an often deranged, but very serious and multi-faceted interrogation of history and hubris. I'm not sure the game is worth your time, but if you can find the time, you'll find much to ponder.
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