We Happy Few - Manywhelps
Hi folks

The 1.3 Hotfix is now live for all Steam users, solving a couple of progression blocking issues and several crash fixes. The download should be <20MB as it's a binary only patch.

The full patch notes are listed here:

https://steamcommunity.com/games/320240/announcements/detail/1696055855737810531

We will continue working on optimization, performance and more rare progression blocking issues over the next couple of weeks. This will be a larger patch that fixes content issues as well as code, so expect that one to be bigger.

Thanks for your support and all the comments so far! We hope you enjoy your time in Wellington Wells.
We Happy Few - Captain Scarlett
We Happy Few 1.3 - Hotfix

Platform specific versions:

Windows: 1.3.70168
PS4: 1.3.70168
Xbox: 1.3.70173

Patch Summary

The first post-launch binary patch for We Happy Few addresses progression blockers, limited performance issues and crashes. A larger content update will be available soon, addressing performance optimization and other issues.

This hotfix is available now on the “patchpreview” beta branch on Steam for those who want to try it early, and will be pushed out to everyone once our internal QA has signed off on it (tomorrow, if all goes well). Pending their approval, it will be submitted to console certification early next week.

All Platforms

• Sometimes, the “Rise” prompt was not shown when your character respawns sitting on a bench. Now it will be.
• In rare cases, the keys required to complete the I Sing Body Electric and Ex Cathedra encounters would not spawn. This occurred when the player was spawned too close to the NPC when loading a saved game in a very specific situation. This issue is resolved for all new players, and players with saves currently experiencing this issue have been given the keys to continue their progression.
• Using a bobby whistle in a crowd of Wastrels will no longer freeze the game.
• Fix crash in physics simulation.
• Fix crash on exit (crash when quitting the game).
• Fix crash in media framework (returning to the main menu very quickly after saving).
• Fix crash when applying some status effects.
• Fix memory leak in status effects. May result in minor performance improvement by reducing HUD performance impact over time.
• To help with debugging rare world generation issues, the player’s world seed has been added to the pause menu next to the build number.
• Version number increased to 1.3.

PS4 only

• We have added a guard to prevent the PS4 from saving the game while it is low on memory to prevent the system from classifying these saves as corrupted. This issue can still occur with other crashes, but the number of corrupted saves should be substantially reduced.
• Unfortunately this issue is due to the PS4 automatically flagging “crashing while saving” as data corruption, regardless of actual corruption. As a result, we are unable to restore “corrupted” saves. We apologise to all players who lost progression as a result.

PC only

• Changing anti-aliasing options had no noticeable effect. These options are now correctly wired into the graphics settings.

We Happy Few - contact@rockpapershotgun.com (John Walker)

We Happy Few has an enormous amount of ambition, a game that sets out to join the pantheon of sneak-based grandchildren of Looking Glass, but in a more open world. And while it keeps looking like it’s going to deliver, it really serves to demonstrate just how astonishingly good the games on whose shoulders it wobbles really are. (more…)

We Happy Few

We Happy Few is set in an alternate England that was conquered by the Nazis at the end of World War II, and where one town—Wellington Wells—chose to forget its role in that history by taking a heck of a lot of drugs. The result is a society where everything looks bright and cheery, full of classically English cosiness and mod cool, but underneath there's corruption and decay. It's an unusual atmosphere, one that's embodied in characters masked with painted-on smiles.

Freelance character artist Tito Belgrave is responsible for much of that, and his designs for the tea-sipping citizens called "Wellies" look like something from a particularly surreal episode of The Prisoner. The leering bobbies in their polished-button uniforms and the little old ladies who scream bloody murder if they see through your disguise are more overtly threatening, but everyone in We Happy Few is a bit disconcerting in their own way.

Belgrave previously worked on multiplayer slash-em-up Friday the 13th and puzzle game The Turing Test, both of which had very different aesthetics but were also distinct in their own ways. You can check out some of his character designs for those games below.

We Happy Few is available now. For more of Belgrave's work have a peruse of his website.

We Happy Few - contact@rockpapershotgun.com (Dominic Tarason)

After a long, bumpy and storied ride through early access, We Happy Few is out today. A survival-focused stealthy immersive sim, set in a bizarre, dark and dystopian alternate 1960s world. It’s a bit like The Prisoner filtered through the mind of Austin Powers. While in early access the game was more of a sandbox-style affair, the final game features three intertwined stories playing out across semi-procedurally generated environments, as three protagonists attempt to uncover the truth behind the all-too-cheerful ruined world they live in.

(more…)

Aug 10, 2018
We Happy Few

Near the end of We Happy Few's first act, I sneaked into a control room to press some buttons, as pressing buttons is how most problems are solved in stealth adventure games. As I fumbled for the correct sequence of presses, one, two, and then three whistling engineers strolled into the room, spotted me, and then bludgeoned me to death.

I reloaded my autosave a few feet away with the same sliver of health I had before and tried again. Once again, a jab to the nostril from the tip of an umbrella evaporated my health bar, replacing it with a red skull which drained slowly until death. The only way to come back from the skull icon is to use a healing item, but I hadn't bothered to craft a surplus from the herbs out in the garden district, so I just had to keep dying and trying.

If I hadn't wanted so much to find out what would happen next in alt-history '60s Britain land, I'd have hit Alt-F4 right there. But finally, I memorized the solution so that I could rapidly press the buttons in sequence and escape with just one fight, barely avoiding a hit to my unprotected skull (should've crafted a helmet, too). It's rare these days that a game punishes me so thoroughly for being unprepared, or pushes me forward almost solely on the merits of its storytelling.

Run for it

I like that We Happy Few, at least on its normal difficulty, doesn't care whether or not I choose to wander its open world crafting healing balms, grenades, lockpicks, fancy electrified weapons, distraction devices, and caltrops before walking into a nest of homicidal scientists. I don't like that none of that is much fun.

We Happy Few's characters are drugged British civilians left to rot after victorious Nazis stole their children. Nebulous hit detection, pathetic stamina bars, and lumbering swings convey their desperation and lack of fitness, but while being pummeled by a mob is thematically consistent, it's graceless and tiresome. 

Instead, you can sneak. We Happy Few's stealth puzzles are best when they lightly imitate the item-combining puzzles of classic adventure games. In a newspaper office, for instance, I fixed the coffee machine to clear out an entire room of caffeine-deprived journalists. But that's not the typical experience. The avenues and buildings swarm with erratic, hyper-sensitive civilians and guards and usually only the most tedious maneuvering can avoid conflict—and even then, you may be set upon for seemingly no reason. (Unless your attacker gets stuck in the floor and can't move, which is a blessing.)

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. 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. 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.

Blending in

We Happy Few lifts the burdens of its own premise as you play.

We Happy Few's central roleplaying premise and most novel idea is its least successful. The districts of its oppressed British islands are divided into two categories. In the wild gardens, desperate rejects stand listlessly in decayed roads and hide out among bombed-out buildings. 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. The idea is that one must blend in correctly depending on the company. Wear a fancy suit in the wastes, and the populous will tear you apart. 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.

The wastrels are easygoing. Wear filthy clothes and don't get caught trespassing and they'll leave you alone. In the city streets, however, one must always keep up the appearance of Joy dependency. No running, no jumping, no staring. Pop a Joy, and the bloom effects explode, the rainbow-painted streets glow, and butterflies replace the filth. That's one way to get past the 'Joy detectors,' which raise an alarm should you pass through unmedicated. But if your Joy high runs out, you suffer withdrawal, which near instantly causes everyone in your vicinity to turn hostile. 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. I drank more tea out of the game than I did in the game.

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. As you progress, you'll unlock fast travel points and abilities which allow you to ignore many of the rules, letting you sprint around or go out after curfew without issue. Learning to craft Sunshine, a drug which imitates the outward effects of Joy without the withdrawal, is also vital. We Happy Few lifts the burdens of its own premise as you play, seemingly aware that hiding in plain sight in its oversized open world turned out to be a chore rather than a playful test of wits.

Even with fast travel, there's a lot of sprinting, allowing your puny stamina meter to deplete, then walking to refill it and sprinting again as soon as you can. Quests typically involve going somewhere to find something, and so to get anything done in a timely manner, I eventually started ignoring the civilians and Joy detectors. Let them chase! I can just run to my next destination and either hope to trigger a conversation which resets the enraged villagers, or hide and take the opportunity to make another cup of tea while they calm themselves.

A reason to go on

Had I been more content to meander, I might not have minded tip-toeing around to steal food and drink (you won't die without sustenance on Normal, but you'll suffer penalties), lockpicks, healing herbs, and Scotch to bribe bobbies with before I charged into a bludgeoning in that control room. But We Happy Few's greatest strength makes its weaknesses even weaker: I always wanted to see what would happen next too badly to putter around hiding from people who are no more than switches flickering between complacent and homicidal.

I thought I might be put off by the oh-so-British pastiche the way I was by BioShock Infinite's candied Americana: every table is littered with tea cups, everyone is delightfully repressed, and umbrellas are exclusively called 'brollies.' While it's laid on thick—not as thick as in Sir, You Are Being Hunted, but thick—it's occasionally critical enough not to feel totally indulgent and hokey. The heaps of tea, for instance, are paired with a minor side story about Britain's colonization of India. And while it begins with the most wearisome alternate history prompt there is, it's thankfully not about a ragtag team of heroes who rise up to reclaim independence. 'The Germans' are referred to often but never seen. Instead, we find people who were remade as colonial subjects and then abandoned to self-destruct. In the aftermath, they found a way to forget what happened.

BioShock Infinite's Columbia is a far better put-together dystopia: We Happy Few consists largely of a handful of awkwardly animated character models, repetitive, procedurally-generated city streets (though there are some great details in interiors, especially the notes), and weird bugs like fires burning in the sky. But it outclasses Infinite's storytelling with every line of dialogue.

Across three surprisingly-long acts you'll play as three connected characters. First is Arthur, who's so petty and self-serving that he continues to moan about his old coworkers even after discovering that he's a human test subject in a fascist prison. Then there's Sally, a chemist with a secret, and the supplier of the best Joy in town. And finally there's Ollie, a diabetic soldier who has inconsistent memories about his life's tragedies. Much can be gleaned before it's revealed—it's obvious that Arthur is misremembering his past, for instance—but the flashbacks and conversations are spectacularly voiced, funny, and often heartbreaking. They drew me through a game I otherwise didn't like much at all.

I've also never played as a character who needs to monitor his blood sugar. While Ollie having diabetes and other surprises don't make for especially exciting problem solving (in Ollie's case, collect honey to craft glucose syringes), the focus on human bodies and their needs and limitations bridges the play with the non-interactive acting. It's not We Happy Few's defining success, but it adds to the characterizations in a way I haven't quite experienced before.

Fallen empire

By being so literal with Joy as a drug, We Happy Few plays into the stigmatization of antidepressants.

The performances are We Happy Few's great strength, blending comedy and tragedy with calculated balance. The three lead actors, Alex Wyndham (Arthur), Charlotte Hope (Sally), and Allan James Cooke (Ollie), talk to themselves so naturally that I almost don't notice they were doing the videogame thing of saying everything out loud for no reason, and that even goes for the repeated contextual barks. While there is some exaggeration of character archetypes—Ollie's trauma causes him to hallucinate a child in a manner invented for fiction long ago, Arthur is the quintessential self-serving dope—they are superbly-crafted versions of those familiar characters, with enormous personalities that intensify as they uncover their pasts.

The odd character out is Sally. Her story leads her toward a heroic stoicism that clashes thematically, casting her as the great hope while Arthur and Ollie quest for personal truth—it's unfair and outdated and corny, and can be read as equating her guilt after being abused by men to Arthur and Ollie's guilt after actually fucking up. Taken that way, it's awful, but she remains defiant while suffering that undeserved guilt and a few moments do seem to recognize that she's done nothing wrong. It's confused, at the least. (If it's a sensitive topic for you, note that themes of sexual abuse are prevalent in her story.)

Other characters and metaphors flounder as well. By being so literal with Joy as a drug, We Happy Few suggests that the 'true' self disappears when medicated, playing into the stigmatization of antidepressants. And the recasting of history's victims is ironic, as the theme of We Happy Few is the rewriting of the past to absolve oneself of guilt. The alternate history setup can be read as a meta-commentary hinted at by the text-driven asides about colonialism—an admonishment of Western revisionist history—but it's a soft jab if anything, not some powerfully radical framework. Readers of New York Times op-eds won't feel out of their elements.

Even so, the characters, the acting, and the tragedy were enough to get me to eke what fun I could out of playing the thing. We Happy Few's bugs and inconsistencies and thematic concessions make its open world tiring, survival obligatory, stealth frustrating, and combat clunky, but if you're willing to take it slow and gather lots of herbs and metal bits for crafting, it's worth exploring its mysteries. And there's no shame in playing on easy to quiet the mobs a little.

We Happy Few - Valve
We Happy Few is Now Available on Steam!

From the independent studio that brought you Contrast, We Happy Few is an action/adventure game set in a drug-fuelled, retrofuturistic city in an alternative 1960s England. Hide, fight and conform your way out of this delusional, Joy-obsessed world.

We Happy Few - Captain Scarlett
Hi everyone,

After 4 years, we are happy to announce that We Happy Few will finally launch on Friday!

Worldwide, on Steam at 10am PT/1pm ET. See the launch trailer below
EDIT: The game will now be released at 9am PT/12pm ET.

https://www.youtube.com/watch?v=UGRHLmBNO_w

We really hope you'll enjoy the full game. Know that support for the game will not stop here, we will keep on working on it for a quite a while. The final version of the game will have official subtitles in: French, English, Spanish, Italian, German, Japanese, Russian, Chinese and Brazilian Portuguese.

Thank you all for your support over the years, the journey is not over yet.

Compulsion Games

PS: Remember to use the spoiler tags!
We Happy Few

For a British person of a certain age, playing We Happy Few is like being spoonfed your own sick. I intend this entirely as praise. To be more specific, it's like being spoonfed sick originally vommed up by King Arthur and stored in a vase for centuries at Windsor Palace, chewed over by Winston Churchill, shipped to the New World alongside the Beatles and Pythons and hereby returned to us with sprinkles on top by Canadian studio Compulsion Games. By "sick" I of course mean Great British culture, that terrible extent of table manners, bucolic landscapes, desperate irony and colonial nostalgia that has come to serve as a key export in the absence of our old manufacturing industry.

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.

Head to the Parade District, the game's most affluent area, and you'll find candystripe roads, stooped cobblestone houses and tar-beamed pubs tucked in amongst modern residences with space age furniture. Citizens - their high spirits and homogeneity ensured by mandatory white masks - play hopscotch, cuddle on benches, march up and down jauntily with elbows akimbo, trade morsels of village gossip. Did you know the circus is coming to town? Have you heard about Constable Rossetti's wife's cake? In amongst them you'll find the Bobbies, all crocodile grins and Slenderman proportions, ever ready with a hat-tip and a "right as rain, sir, right as rain". Venture outside at night, not that any true Brit would ever violate curfew, and you'll hear them whistling God Save The Queen as they comb the fog for undesirables.

Read more…

We Happy Few

Developer Compulsion Games has announced its post-launch content plans for drug-fuelled dystopian nightmare We Happy Few, including three new story episodes for season pass owners and a free sandbox survival mode.

Sandbox Mode is set to arrive as a free update following We Happy Few's release this Friday, August 10th, and is described as a highly customisable "infinite mode". You'll be able to tweak a whole range of parameters prior to embarking on a bout of survival adventuring, adjusting the size of the world, how deadly it is, the amount of food available, and more. It's even possible to play as one of the game's policeman-like Wellies.

In other words, Sandbox Mode sounds very much like the open-ended, procedurally generated survival experience that We Happy Few was originally envisaged as at the start of its development, and the game that initially released on Steam early access in 2016. Since then, of course, Compulsion has changed tack, and the final release will offer a much more structured, narrative-heavy experience, similar to that implied by the eye-catching announcement trailer.

Read more…

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