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Making it in Unreal: the incredible ups and downs of We Happy Few

Making it in Unreal: the incredible ups and downs of We Happy Few

The version of We Happy Few that launched on Steam Early Access in 2016 is a very different prospect to the one we have now. Originally, developer Compulsion Games was making a roguelike survival game set in an alternative 1960s Britain. You had to navigate a procedurally generated world, craft resources, and stave off random hazards.

The glossy debut trailer seemingly promised a sort of Monty-Python-meets-BioShock shooter propelled by a rich narrative. But We Happy Few was always meant as a five-hour experience you play and then replay. That is no longer the case.

In 2019, We Happy Few has morphed into the more guided, story-focused game that players demanded. Out went the roguelike elements and harsh death penalties, and in came a full-blown action-adventure. There aren’t many games that have successfully pivoted quite so sharply. For that, we have the Unreal Engine 4 to thank. This versatile engine, with its powerful visual scripting language Blueprint, allowed the Montreal-based developer the freedom to deftly alter its game.

RELATED LINKS: We Happy Few review, We Happy Few tips, We Happy Few interview

from PCGamesN http://bit.ly/2Vm1x4f

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