![]() ![]() We Happy Few succeeds in making me feel self-conscious all the time-another thematic victory and a funny send-up of the absurd ways players tend to behave in games-but there is no intricate social engineering challenge to any of this, just tiring routines. I drank more tea out of the game than I did in the game. I took to hiding in trash bins while the withdrawal meter slowly ran down, using the time to get up and make a cup of tea. ![]() But if your Joy high runs out, you suffer withdrawal, which near instantly causes everyone in your vicinity to turn hostile. That's one way to get past the 'Joy detectors,' which raise an alarm should you pass through unmedicated. Pop a Joy, and the bloom effects explode, the rainbow-painted streets glow, and butterflies replace the filth. In the city streets, however, one must always keep up the appearance of Joy dependency. Wear filthy clothes and don't get caught trespassing and they'll leave you alone. Wear a tattered suit on the other side of the gates, and the little old ladies will scream as hordes of bobbies and civilians descend on you. Wear a fancy suit in the wastes, and the populous will tear you apart. ![]() The idea is that one must blend in correctly depending on the company. In the middle-class neighborhoods, well-dressed citizens endlessly pop a drug called Joy, which inhibits memory (mainly the memory of giving all their children to Nazis) and reduces cognition to cheerful hellos. In the wild gardens, desperate rejects stand listlessly in decayed roads and hide out among bombed-out buildings. The districts of its oppressed British islands are divided into two categories. We Happy Few's central roleplaying premise and most novel idea is its least successful. We Happy Few lifts the burdens of its own premise as you play. 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 hide from people who walk about like miscalibrated Roombas. The rest of the time, a stealthy approach is liable to become a Benny Hill chase, in which the best course of action is to run the mob in circles until you have enough of a lead to round a corner, hide under a bed, and wait out their rage. When you absolutely must get somewhere to flip a switch (a sibling of button-pressing which also shows up often), We Happy Few takes after Half-Life 2 and throws a heating duct in your path or some pipes to climb for a makeshift catwalk. ![]()
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