Blood On Your Hands

Doing your duty isn’t always pretty.

You might need to prevent an uprising of sentient robots, further destabilise a society that barely functions as it is, or embark on an otherworldly journey through countless mind-altering drugs. These are the untold tales of the heroes that Wellington Wells never recognised, but were instrumental in changing the lives of those around them. We Happy Few continues its narrative-driven adventures through a drug-addled society with three distinct DLC experiences, each introducing a different protagonist with wholly unique mechanics and their own events to follow.

And their own problems to solve.

Of the three, the third, We All Fall Down, expands on the events of the main campaign. Lending insight into how Wellington Wells functioned as a society after Ollie realised the truth, and how his actions influenced another prominent character to take their own drastic measures.

The second, Lightbearer, was easily my favourite, and the most creative. Following the misadventures of Nick Lightbearer was hilarious enough, but the bizarre combat mechanics made it even more enjoyable. Using his guitar to deal damage (and parry incoming damage) was ridiculously fun. I also enjoyed its final boss, despite it being the simplest to defeat. They Came From Below had an interesting final boss, too. A hectic encounter that required you to manipulate the environment to reduce incoming damage, which didn’t always work as expected. We All Fall Down relied on puzzle solving and navigating the environment for its challenges, often shying away from combat despite how versatile the whip proved to be. You could easily avoid damage by stunning (or knocking down) your opponents with a volley of strikes.

Setting the stage for a grandiose finale.

Unlike Arthur, Sally, and Ollie these protagonists have no means by which they gain skill points. But they do unlock new equipment and new abilities throughout their adventures. Victoria is the only exception as she can find and use contraptions to upgrade herself and her equipment, or completely forego those for the challenge. And the associated achievement. You’ll be rummaging through bins less often, too. Crafting mechanics are notably absent, and each character can only make use of a few items. Healing items are available to all but in surprisingly limited quantities.

Making them ridiculously valuable.

You won’t be able to develop as extensively to favour stealth or combat, so running away and hiding in the nearest bush isn’t an option. You’re going to have to fight. Usually in confined spaces and with limited movement. Or while becoming accustomed to different mechanics.

The diversity of the DLC has exceeded any prior expectations that I had for it, with the developers once again exhibiting their seemingly unending creativity as they craft three enrapturing campaigns. Each featuring the same painstaking attention to detail that made We Happy Few the one-of-a-kind experience that I found it to be. Each adding to the impressive content-density of the main campaign. And each implementing its own unique mechanics. If the developers were considering a sequel to We Happy Few, I’d be interested to see how that would deviate from the established mechanics we’ve come to know and love in this ludicrously content-dense experience. I can wholeheartedly recommend We Happy Few in its entirety, and encourage those who have completed the main campaign to try the DLC.

Have a nice week, all!