We Happy Few is a Strange Alliance of Genres and Game Design Conceptions

We Happy Few is the product of a strange alliance of genres and conceptions of how games work. Tracing the genealogy back on one side, like a weird Victorian map of species-creation, presents us with the roguelike genre in its first-person form: Eldritch and Sir, You Are Being Hunted spring immediately to mind. On the other side is the contemporary blockbuster narrative game of which Bioshock, for better or worse, gets to carry the banner. We Happy Few is the clear product of the inclinations and decisions that those genres bring with them, based on my time with what developers Compulsion Games are calling the game’s “Gameplay Alpha.”
Here’s the opening: Arthur Hastings experiences the events of the E3 trailer. He runs from the police, and instead of being profoundly dead after being kicked in the face, he wakes up in a safe room outside of the city. After a brief bit of tutorial by way of environmental design (can you find the items needed to craft a Pry Bar in order to get out of the starting area?) he pops up out of a hatch to find himself surrounded by ruined homes and wandering former citizens of Wellington Wells, the city ruled by those hopped up on the mind-controlling antidepressanthallucinogenic Joy.
From this point onward it is hard for me to tell what is procedurally generated and what is crafted for us here, and I’m impressed with this from the start. While Compulsion Games are currently very open that what we’re seeing in this Gameplay Alpha is the generative algorithm for creating the world, the story that I created through the few missions felt just as crafted and specific as anything in the outward periphery of a contemporary Elder Scrolls game.
In no particular order, I found a former medical professional who was standing in a pool of wastewater vomiting his heart out. I gave him a pill to help out with his nausea, and he asked me to help him clean the medical waste out of the pond. I picked up all of the dirty bandages and bottles from the water, and he told me where to get some treasure that he had buried. I wandered around until I found it, and when I dug it up there were some survival manuals that allowed me get better use from healing items.
This was a tight, explicit little mission, and (remarkably) it didn’t require me to kill anyone. I didn’t have to bludgeon fifteen sharks, or invade a home, or kill five people who had wronged someone I didn’t really know. In fact, during my entire time playing the game, I only experienced one mission where I had to hurt someone at all, and the person who asked for my help explicitly told me to hurt their enemies without killing them.