Review: We Happy Few

We Happy Few is a stealth/survival game taking place in a dystopic alternate version of 1960s England. In this reality, the Germans occupied Britain during the Second World War, and though the occupation only last a few years, the British were compelled to do terrible things in that time.

The title screen for We Happy Few.To cope with their shared trauma, residents of the village of Wellington Wells turned to Joy, a powerful drug that causes users to forget anything unpleasant, leaving them in a state of mindless euphoria. Being sad is now a crime, and “Downers” are exiled into the wilderness, or disappeared entirely.

That premise intrigued me from the moment I heard it, but stealth has never been my cup of tea, so I wasn’t sure if I’d enjoy We Happy Few or not. I opted to wait until it went on a deep discount on Steam before buying it.

I kind of regret that now. We Happy Few is an amazing game, and I would have happily paid full price if I’d known it would be this good.

WHF’s reliance on stealth was an issue early on. However, the saving grace is that stealth in this game is not mandatory in the sense that being caught will cause a fail state. You just have to fight more if you’re bad at sneaking (like I am). I had to restart the game on a lower difficulty to survive the many, many fights I kept getting myself into, but once I did that I was able to start making real progress and truly enjoying the game.

The combat in WHF is a bit simplistic, but it’s enjoyable enough, and it gets the job done. I was also really surprised by how immersive and enjoyable I found the game’s survival and exploration mechanics to be. We Happy Few stands as one of the very few open world single-player games that I feel actually justifies its open world, rather than using it as a crutch to pad out the game.

The world seen through the lens of Joy in We Happy Few.I was especially impressed by the quality of the side quests in this game. Side quests are usually something I endure more than savour, but in WHF nearly every side quest was interesting or entertaining on at least some level.

My favourite involved a cult of lunatics worshiping a supposedly divine yam. The premise is great, but the execution was better. I was amazed by how elaborate the quest was. They even repurposed a lot of actual pagan prayers for use by the yam cult.

The amount of effort and research poured into such a silly and ultimately irrelevant side quest is a testament to the passion and devotion of We Happy Few’s developers.

For more of my thoughts on We Happy Few’s open world and survival mechanics, stay tuned to Massively Overpowered for an upcoming MMO Burnout column on the topic.

But while I did largely enjoy the game mechanics and exploration content of We Happy Few, it’s the main story and the themes it raises where this game really shines.

I’m not normally a fan of dystopic fiction, for a variety of reasons. However, We Happy Few aces two things that dystopic stories tend to ignore.

The bucolic splendour of the Garden District in We Happy Few.One is that this is a fairly appealing dystopia. The Joy-fueled haze experienced by the citizens of Wellington Wells may not be quite so brilliantly seductive as the selective memory editing of Remember Me, a similarly powerful dystopic game, but it isn’t too hard to imagine a world where people have been seduced by the promise of eternal happiness. It’s more believable than the openly horrific settings of other dystopias.

The other is that We Happy Few acknowledges something a lot of similar stories ignore: dystopias don’t work.

We Happy Few is less a story of plucky heroes rising up to throw off their shackles as it is that of a broken system collapsing under its own faulty premise. Absolutely every aspect of life in Wellington Wells is falling apart; Joy is poisoning the entire town, literally and figuratively.

There’s this terrible lie that pervades our culture — including our fiction — that evil may be unpleasant, but it gets things done. Efficiency and decency are seen as opposite ends of a spectrum, where one has to be sacrificed in the name of the other.

But that’s not true. We’re told that torture may be wrong, but it yields useful information (it doesn’t). We’re told that strongmen may not be lovable, but they get things done (they don’t).

In reality, oppressive authoritarian regimes are almost invariably riddled with corruption, incompetence, and inefficiency. Justice, equality, and liberal policies almost always lead to better results across all sectors of society.

Townspeople in We Happy Few.And We Happy Few understands this. Wellington Wells isn’t run by evil geniuses. In so much as it has any leadership at all, it’s run by cowards and idiots.

I will also say that a lot of themes of this game resonate with me on a very personal level, having spent much of my life on a rollercoaster of various sedatives and antidepressants, most of which just made things worse for me.

While I acknowledge that drugs do help some people, the way medication is often sold as a cure-all is deeply disturbing to me.

Something that really struck a chord with me is the fact that Joy comes in various tasty flavours — chocolate, vanilla, strawberry, blackberry… I was reminded of a time many years ago where my doctor gave me some free samples of an antipressant. They were chewable and had a delicious mint flavour.

I don’t even think I want to know what they put into those things to make them taste so good. I don’t even like mint, normally.

I’m not shaming people who take antidepressants. If any of them actually worked for me, I’d take them happily. But I think we can all agree something has broken in our system when doctors hand out candy-sweet happy pills to anyone willing to ask for them.

The Jacobean Club is looking a bit worse for wear in We Happy Few.It also struck me that although the core theme of We Happy Few could boil down to “things suck, and there aren’t any easy answers,” I still managed to find it a fairly uplifting game.

One of the many things I’ve dabbled in to try to treat my mental health issues is dialectical behaviour therapy, and WHF is a great lesson in two of DBT’s core principles: validation and radical acceptance. Sometimes you just have to acknowledge that yes, things suck, and it’s okay to feel bad.

Sometimes trying to cheer up — or having others try to cheer you up — isn’t helpful. It can even make things worse. Sometimes you just need to face the fact that things are bad, and there can be a certain relief in that.

I can poke a few holes in We Happy Few’s story here or there — it’s a bit slow-paced, and it doesn’t answer as many questions as I’d like — but its strength far exceeds its weaknesses.

If there’s one place WHF stumbles, it’s the DLC. Even then, none of it is actually bad; it’s just not as good as the main game. The first two DLCs — They Came from Below and Lightbearer — are just jokey side-quests, though they do feature some clever game mechanics.

The final DLC, We All Fall Down, returns to the main story and is all around a lot more enjoyable, though even then it suffers a bit from feeling somewhat disconnected from the events of base game.

Confronting the doctors in We Happy Few.Despite somewhat underwhelming DLC, though, We Happy Few is the most I’ve enjoyed a video game in quite a while.

Overall rating: 9/10

Still Alive

I apologize for not posting more often the last few weeks (I seem to say that a lot lately). I’ve been struggling a lot with motivation these days.

The extravagant combat of Nier: Automata.Partly it’s that my new D&D writing gig has taken a lot out of me. It’s probably a bigger workload than I’ve ever dealt with in my life up to this point. Given my disability, that’s not saying as much as it might, but still. I’ve had very little energy left for any other forms of writing, and most of what is left over goes to maintaining my column at Massively Overpowered.

The other factor is of course the pandemic.

On the one hand this hasn’t really changed that much for me. I already work from home and don’t go out that much. Really everyone else has now been forced to live their lives how I’ve lived most of my life.

But then of course that was something I wanted to change. I’ve been working very hard the last few years to go out, experience new things, and form social connections outside of the virtual realm, and now thanks to the plague all those doors are closed to me, and I’m back where I started, at least for the time being. It’s demoralizing.

The monotony of every day being the same is starting to get to me, and that is also really killing my motivation for a lot of things, including blogging.

But I don’t want my blog to die altogether, so let’s try to throw together an update.

Playing Dungeons and Dragons via Roll20.My D&D group is still going, albeit online. We’re using Roll20. It’s bad. I won’t sugar-coat it. Roll20 is bad. Like I want to respect it for having so many features, and we are managing games with it, but it’s so clunky and buggy.

Wanting something comforting and unchallenging, I’ve been binge rewatching Star Trek: Voyager lately. I’m not watching every episode; just the ones that jump out at me, which is roughly half of them, I’d say.

I’ll stand by what I’ve said in the past: It’s not great, but it’s not half as bad as people make it out to be. I think the worst criticism you could make of it is that it could have been so much better. It’s a show rife with missed opportunities, underdeveloped characters, and failures to live up to the potential of its premise, but if you just take it for what it is, it’s decent.

Season two was probably the best. At that point they’d gotten over the opening jitters but hadn’t yet completely betrayed the premise of being lost and struggling for survival in a harsh frontier. After that it was slowly downhill. The show lost a lot of heart when Kes left.

As far as video games, my favourite new discovery in recent months — as you might have seen from my MOP column — is Wolcen: Lords of Mayhem.

Much to my own surprise I’ve continued playing for quite a while after finishing the storyline, just grinding dungeons. I love the combat and the build system so much. The nigh-limitless build options really remind me of old school TSW, and I’m having so much fun theorycrafting. I’ve started a new character, a necromancer based on elemental damage, and I love it. I just sit back freezing enemies and setting them on fire while my zombies distract them.

I also finally got around to finally playing Nier: Automata. It’s one of those games that I liked, but I don’t get what the fuss was about. It’s more good than bad, but nothing about it strikes me as exceptionally memorable.

My biggest complaint was the side quests. I think Nier: Automata wins the award for the absolute worst side quests I’ve ever seen in a video game. None have interesting or memorable stories, most involve long tedious travel times, and many throw you against enemies that vastly out-level you, leading to crushingly long and boring fights.

I will say that I only played through it once, and I do understand that the story changes on subsequent playthroughs, so I may not be getting the full Nier: Automata experience. I’m still considering doing the extra playthroughs at some point — a friend assures me I won’t have to repeat the side quests, which makes the idea a bit more appealing — but I was pretty happy with the original ending, and I somewhat resent needing multiple playthroughs to see the whole story, so we’ll see.

In Star Trek Online, I’ve now finished the Iconian War arc, and I’m thinking I may take a break there, as it seems like a good place to pause at, and I’m starting to feel some burnout. Mostly I was happy with how the Iconian plot wrapped up. The ending nailed that morality play feel good Star Trek should have.

A scene from horror game We Happy Few.Finally, I’ve just started on We Happy Few. It’s a game I’ve been wanting for ages, but I wanted to wait for a sale in case I didn’t end up enjoying it (gods, I miss demos). I’m only a few hours in, so I’m still making up my mind.

So far I love the story, the world-building, the artwork, and the music. The downside is it is very stealth-heavy, and I’m terrible at stealth games. I had to start the game over on a lower difficulty because I was struggling too much. Thankfully I wasn’t that far in, so I haven’t had to repeat much, and so far the lower difficulty seems to be working out better.

So that’s the basics on where I’m at. Let’s hope we’re all out of this virus nightmare sooner rather than later.