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We Happy Few

We Happy Few

Happiness is just a pill away.

We've managed to stay away from Joy for the most part in this review. The happy pills that keep the good village folks from remembering the bad stuff, the war, the children, the Germans, the lies. You can conform and use Joy and you're going to have to in order to get through certain gates or fool certain people, but while there's an upside there's a dangerous downside. Withdrawal will leave you vulnerable (to thirst and hunger) and detectable as a Downer. So popping a Joy is only ever a short-term solution to a situation requiring stealth. It's an interesting mechanic, but there's no duality here, you can't simply go all-in and be a happy Joy popper as the side effects are too severe and you can't avoid it altogether either. So use it only when you absolutely need to. There are pills to help you cancel the effects as well, should you need it.

We Happy Few is a survival game in the sense that you'll need to monitor thirst and hunger as well as your addiction to Joy. It's not terribly intrusive, even if the village doesn't offer clean water (only with Joy in it), but filling up canteens and making sure you have some food, as well as getting some sleep every once in a while is as far as it goes. Unless you challenge yourself with the hard difficulty setting where you can also opt to switch on permadeath, another throwback to the game's rogueish origins.

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Climbing on top of a box in an alley can let you evade pursuers, or you could sit down a pick up a paper to blend in.

Discovering shelters offers you some refuge and a few of them have light puzzle objectives (or combat encounters) that need to be overcome before they are operational. You can fast travel between the shelters, which is great if you need to fill up your canteens or stock up on herbs in the Garden district. Here you'll also find workbenches to craft more advanced items; the basic stuff is craftable from the menu anywhere in the game, and some stuff like lockpicks are craftable with a single button press as you need it. Overall the user interface is well designed, and the controller is stretched to the limits in terms of the number of items you can have at one or two clicks away. The only issue with this is that the items as they appear on the d-pad are a bit difficult to tell apart, particularly if things are hectic.

There are blemishes here and there though. The procedural nature of the world generation makes for some oddities, alleys that lead nowhere, bushes floating in mid-air, and we've also encountered a few geometry related problems. The AI is fairly basic; get spotted and it goes incredibly aggressive and gangs up on you, so you best stay hidden, or climb up on something and watch them scurry about below for a bit. It's not the most elegant of stealth experiences in this sense. As stealth is one of the main ingredients this is clearly a problem.

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The menus and UI are rather well crafted in We Happy Few.

We were also a bit disappointed in how the world is populated largely by clones. They each have a name, some have a history with the characters you play, but all the old ladies look the same; short, stout and with curly grey hair. Perhaps it's in line with the theme here, but it bothered us a little, particularly in the more populated areas. Combat is a bit on the basic side as well, and while first-person melee is typically a bit wonky and imprecise, in some ways it serves as a good reminder to always try and avoid it. It's stamina-based which provides a tactical angle, but for the most part, if you need to engage you'll want to be aggressive, then back away to recover stamina, and repeat. One thing we found a bit off was the fact that taking down certain enemies while sneaking required you to first unlock a skill, which felt like the wrong way to go about it. If you manage to sneak up on a dangerous enemy you should be rewarded regardless, now we got beat down as we were looking for a button prompt that never appeared.

It may have been the art style and weird world that drew us in, but what kept us going was the narrative. These sort of fragmented narratives don't always work out, but here we felt the story was our main motivation as we crafted bits and pieces, beat up bobbies, filled canteens with clean water, and popped our Joys. It may not be as successful in creating a cohesive and believable world as say Dishonored, and its roguelike roots sometimes betray its AAA ambitions, but this is a rather unique concoction that you'll enjoy if you can stomach the sometimes tedious survival mechanics and a decent amount of bugs and glitches. Much like the case is with Joy there's an upside and downside to We Happy Few...

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Left: A pile of unfortunate victims, Middle: A game of Simon Says. Right: This won't end well for Artie.
07 Gamereactor UK
7 / 10
Original vision and great concept, Strong narrative, Three campaigns and lots to experience and explore,
Stealth and combat are a bit basic, There is a certain lack of polish in places, Quests can be a bit simplistic in nature, Micromanaging survival aspects can be tedious.
overall score
is our network score. What's yours? The network score is the average of every country's score