
Should you be interrupted during the course of your plundering, running is an option as is taking your opponent on face-to-face. You’ll end up obsessively searching through every desk, hunting for the next unpleasant revelation or heartbreaking letter. True, the game doesn’t actively punish you for bashing an 80-year-old and shoving his body in a bin, but I doubt Help the Aged would approve.Įqually appealing is the manner in which these levels drip-feed you lore. But given that the “outpost” is staffed entirely by pensioners, you’re left with something of an ethical conundrum. Early on in the game you’re charged with sneaking around a military outpost, which in any other game would entail knocking the guards out. We Happy Few shines when you’re making your way through the game’s non-procedurally generated areas. In the end, though, I decided to reserve my boiling hatred for We Happy Few’s open-world levels, a well-deserved target if ever there was one. As his tale drew to a close, I wasn’t sure whether to pity or hate him. Arthur’s story is particularly touching (and harrowing), each returning memory bringing with it a new and often chilling revelation.

Arthur is desperate to find out what happened to his brother, Sally yearns for a better life, and Ollie is mad as a fish. Instead, We Happy Few puts you in the shoes of one of three characters, each with their own distinct motivations. The next game is a story, we know where we're going.Fortunately, you’re not given the mammoth task of smashing the system as you sneak and bash your way through We Happy Few’s world. We Happy Few has evolved a lot, at first it was a rogue-like and then we added a story because people loved the world, the characters, so we said 'ok, we're going to make a real game with an end and a story'. "It's not like a rogue-like where you replay several times and you need data to make sure the experience is fun. "With our new game, a narrative game, third person, a story, I don't think we need any feedback," she said. The game, now being developed as potentially an Xbox exclusive, will also release on Xbox Game Pass at launch.

Unlike We Happy Few, the new game won't include rogue-like elements. The new project started development a few months after We Happy Few's release, with the game now almost 2 years into development. While the developer's previous games were made with Unreal Engine, Hadjas declined to reveal whether the new game is being made with Unreal Engine 5. Hadjas also talked about Compulsion Games' next project, which will be from a third person perspective, a first for the developer. The artistic we master, gameplay side, we work on it in a very thorough way. Two games is not huge but we can understand our shortcomings. "The more games we make, the more we will learn from our mistakes.

Even though we have been around for 12 years, we have released only 2 games, we are not old," she said.
