"Retrofuturistic" '60s Game We Happy Few Revealed
The next game from Contrast developer Compulsion has been revealed; watch the announcement trailer now.
Following an initial tease earlier this month, Contrast developer Compulsion Games on Thursday officially announced its next game, We Happy Few. You can watch the game's debut trailer above.
We Happy Few is tells the story of "a plucky bunch of moderately terrible people trying to escape from a lifetime of cheerful denial."
The game is set in a "drug-fueled, retrofuturistic" city in an alternate 1960s England. Your goal is to blend in with the city's other inhabitants, people who don't take kindly to those who don't adhere to their "not-so-normal rules."
We Happy Few will make its public debut next week at PAX East in Boston. GameSpot will have more details about the game at that time.
For those who can't make it to PAX East--which is sold out--Compulsion said it will make further announcements concerning how fans can get involved with the project in the near future.
I...liked Contrast, even with its flaws and "roughness". This one seems to be sharing the peculiar style, and as long as it's something original(ish), I'm game.
flipp wrote:
I read the title of the thread and my first though was a Band of Brothers game
maybe next time
I wonder if Brothers in Arms: Furious 4 is still under development all kidding aside, there's no hope for a proper BoB-ish game : ( although BiA is probably the closest thing that we ever got.
Players take on the role of the lone clear-headed person in the town. At the start, you find yourself in an underground shelter with a workbench and some meager supplies.
We Happy Few features a crafting system that allows players to create weapons, utility items like lockpicks, and medicinals like Joy. Despite your aversion to the drug, there are times you will want to take it (or ingest it through tainted water, for instance).
Upon emerging, you'll find yourself in a procedurally generated village, hungry and thirsty. These conditions set you on your path to breaking and entering.
You'll want to walk normally (sprinting and jumping attract attention, which can lead to a mob attack) and attempt to break into homes in secrecy. Each time I tried this, it led to combat with those in the home. Once the residents are dealt with, doors can be locked and you're free to explore.
Bathrooms have medical items, the kitchen has food and drink. Materials and components are scattered throughout, but even after you've cleared the home, you need to keep your wits about you as booby traps litter the rooms.
Compulsion is working on implementing sensors that detect whether someone is currently under the effects of the drug. These will likely be connected to traps, so you might want to dope yourself in order to access protected areas. Once you have taken enough Joy, the music changes, colors become more vivid, and everything feels cheerier (and you won't be attacked). Take too much, and you'll overdose.
When the Joy wears off, you'll crash. Things move slower and in monochrome, as you suddenly become much hungrier and thirstier. It's a clever effect, and creates a risk/reward setup for doping.
Ultimately, this is all in service of what Compulsion tells us is likely to be We Happy Few's win condition. As the town is on an island, you'll need to figure out how to escape. While you are in town though, you'll be subject to the stares of drugged citizens, as well as strange propaganda.
One of the most impressive aspects of the game, even at this stage of development, is the care being put into crafting the world. The host from the trailer, a cheerful morning-show anchor, is featured on We Happy Few's televisions. Unlike many games with in-game programming, Compulsion is planning to put the shows on a schedule that won't wait for you to turn the set on. It'll be in progress when you tune in.
Compulsion is extremely early in We Happy Few's development, and much of what we played was prototype in order to get feedback. That said, there is a kernel of genius that Compulsion will hopefully nurture over the coming year or so before release.
The over the head icons are so obnoxious, and that's something i always hated i can't turn off in BioShock 1 and 2 (don't know about the PC version but on 360 i couldn't).
Game itself looks very interesting
Nice concept, but I would like to hear what is the plot in the game, the goal.
Plus for the procedurally generated levels.
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