

Those who frequent the bawdy S&M club will get suspicious of you if you’re not donning some figure-hugging rubber, and you better get your hands on a boiler suit if you want to access some maintenance areas. You’ll draw the ire of Bobbies (the guards of Wellington Wells) if you saunter around the main street with rags on, and will have the outcasts on your back if you enter the Garden district wearing the finest threads.
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Unlike what you’re wearing – there is a dress code to uphold. It wears off, though, so like everything else you have to manage in We Happy Few, it doesn’t really matter all that much.

Take too much Joy and your stamina and attacks are reduced. You’re better off finding a quiet place to bury yourself when suffering withdrawals, as people will recognise that you’re not in high spirits, and attempt to take you down. Like all good drugs, and some rubbish ones as well, the effects don’t last forever and things get nasty when you’re coming down. When you do, your surroundings become more vibrant, everyone looks more jovial, and it’s just a nice time all ‘round. In order to fool folk, and pass through certain checkpoints, you have to take one of the pills that has killed all sensibilities in the community. You could just swallow a Joy and let that take you, I guess: another thing you have to manage. The cost of a rumbly tummy or a sleepy head is quite minimal in the big scheme of things it’s merely a frustration when a prompt pops up on screen, urging you to cycle through the messy in-play inventory for some sustenance, or wander the barren landscape for a bed.
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You won’t die of thirst, though instead, your stamina is capped, meaning you’re unable to sprint or swing your weapon as much as you can on a stomach full of scavenged sandwiches. We Happy Few was a survival game before emerging from Early Access, and in its released state it retains a lot of those ideals: if you’re hungry, you’ll want to eat something if you’re gasping for a drop of water, be sure to take a swig from your canteen if you’re knackered, you should probably find somewhere to throw yourself down for a few hours. Well, watching it play out it is, at least. There are dips in the middle of each chapter, as the gameplay itself gets in the way of some engrossing character development, but uncovering We Happy Few’s sinister undercurrent is wonderful. Each story strengthens as it unfolds, with impactful twists aplenty and strong vocal performances from the primaries.

Journalist Arthur Hastings has stopped taking his Joy and is looking for the brother he hasn’t seen in years Sally Boyle, a skilled chemist, is creating a special brand of the drug for the local police force, whilst also seeking an escape route and the war vet, Ollie Starkey, is holed up in his hideout, away from the Joy-addled townsfolk, with only an imaginary friend to keep him company. The three characters you assume control of over the course of the game’s three acts are wise to this, however. Propaganda broadcasts echo throughout the town, and Joy-infused water flows freely from the taps the citizens of Wellington Wells, or Wellies, can’t escape the sheer, unadulterated jubilation, thus blinding them to the fact that their neighbourhood couldn’t be further from utopia. Everyone pops these little pellets of Joy, as the memory-suppressing medicine is called, and it rids them of all their regrets, and envelopes them in a gleeful haze. In this quaint British town, in an alternate version of 1964, everyone is hopped up on happy pills in order to forget the atrocities perpetrated by its inhabitants after the Second World War – in which Germany was victorious. It’s a shame, really, because Wellington Wells’ drug-fueled tale is a neat one that becomes more engrossing as it goes on. A narrative-driven, survival-based, RPG element-having, melee combat-heavy, exploratory mammoth, We Happy Few ends up on the untidy end of things on most counts. It can sometimes create magic, and sometimes it can cause a mess. Mashing a myriad of ideas together isn’t always best practice.
