We Happy Few Is as Confused as Its Drug-Addled Characters

We Happy Few is out of Steam Early Access and into full release. When I played the gameplay alpha back in the summer of 2016, I said that it had a lot of crossed wires and weird assumptions. After completing the first act of the full release game, I can say that it, still, hasn’t lost any of that strangeness. This is a game that isn’t like anything else on the market. It is making clear choices. It is not a “bad” game. But the road it has chosen to go down isn’t one that I find fulfilling, and I’m going to have to write a lot to explain why.
I’ve only played the first act of We Happy Few because I cannot summon up the willpower to play more. Believe me, I tried, despite absolutely hitting a wall at about hour four where I didn’t think I would be able to keep going. My displeasure at what was in front of me and dread of what was to come emanates from the core of We Happy Few. More on that in a moment.
The first act puts the player in the shoes of Arthur Hastings, who works for a newspaper. Like everyone else in society, Arthur wears a white mask and takes Joy, a pill that alters one’s mood and perception of the world around them. Things just seem brighter and more cheerful when you’re on Joy, but it also has deleterious effects on someone who takes too much or too little. One day, Arthur is working through the archive of his newspaper, redacting anything that might hurt the current society, and he sees a picture of himself and his brother Percy as children. This brings up all sorts of bad memories, Arthur goes off his Joy, and eventually the police chase him miles and miles away from his office and leave him for dead.
The first act of We Happy Few splits the difference between a crafting game and a Bioshock title. Weirdly, we already have games like that. They’re called “immersive sims,” and they share a lot of DNA with Bioshock. Deus Ex, Thief 2, Dishonored, and Prey all occupy the space of the immersive sim that asks you to read enemy encounters, craft items, and do stealth and combat to solve environmental puzzles. These games are a lot to deal with.
We Happy Few wants to have it both ways. It wants to do the Dishonored thing of throwing you into a massive open world with some quests that you can do in whatever way you see fit. It also wants to do the Bioshock thing of tightly directing you to objects, locations, and specific puzzles that need to be overcome in very specific ways.
At this very basic level, the level of design in which We Happy Few is determining what it wants the player to do, the game is confused. And, look: I love the idea that We Happy Few is trying to break the boundaries between game genres. I don’t think that games need to fit into a recognizable container to be good games. But it feels like decisions were made at every step to prevent me from truly enjoying what We Happy Few was doing.
I want to talk about structure for just a second. The structure of a Bioshock game is roughly the same as a theme park. You are on a path toward a goal, and on that path there are different things to do. You encounter weird folks who derail you from your main goal, and you defeat them, and then you keep on going toward that goal. In opposition to that, the structure of a Dishonored game is that someone gives you a Big Goal, and you go about executing that goal however you see fit in a big open map with all kinds of different things happening in it. We Happy Few stands right in the middle, giving you a specific goal that can only be accomplished in one way that is also always half the map away.