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Getting too much hype is a good problem to have, but it can also backfire, and after watching the launch of No Man's Sky that year, we carefully back-pedaled some of the hype and managed expectations with regards to the game." "It was the reaction of our fans that really drove home how big the game could become," Provost says. They wanted - and expected - an AAA-level game from an independent studio.
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"It's a testament to how much the game and team has grown that Compulsion now spends more money every single month developing We Happy Few than what our entire Kickstarter campaign earned," Provost says.Īfter E3, We Happy Few faced even more scrutiny, with potential players clamoring for a large world with a rich story and deep mechanics. It was a lifelong dream come true, he says. Compulsion signed onto the program, and Provost ended up showcasing We Happy Few on the Microsoft stage during E3 2016. The campaign asked for $250,000 and ended up earning $334,754. Compulsion ditched its previous approach, which would have resulted in an experience closer to Don't Starve than BioShock, and it took We Happy Few to Kickstarter, promising to flesh out the story, mechanics and world.
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Compulsion saw what resonated with players Provost heard the excitement over the game's potential narrative first-hand. This was the first instance of fan feedback changing the very nature of We Happy Few.
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We were all excited about developing the story, the world and the general experience of discovering that world, but I knew full well from my time at Arkane that those kind of experiences required a lot more money and a larger, veteran team to pull it off." "What the public and the press were telling us they loved about our game wasn't anything like the procedural, story-light, rogue-like survival game we were creating at all. "Talk about a reality check," Compulsion founder Guillaume Provost says. Problem was, We Happy Few wasn't anything like BioShock. PAX players and critics hailed it as being stylish, dense and big, like The Stepford Wives inside a BioShock-style world. It promised procedural generation, survival mechanics and a strict society with violently enforced rules. We Happy Few was a psychedelic experience that plopped players inside a dystopian 1960s English town called Wellington Wells, where citizens were forced to pop pills in order to smile through the squalor. That's where Compulsion, a small studio working out of an old gramophone factory in Montreal, unveiled its eerie, drug-fueled title to widespread acclaim. PAX East 2015 changed We Happy Few forever.
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Compulsion has followed a long, winding road to April 2018, and the first major twist in that path came early in the development process. That's all fine and dandy, but We Happy Few's joyous release-date news hides a deeper development story. The full experience, priced at $60 and featuring a rich storyline starring three separate characters, will be ready to roll next spring. You're not hallucinating - We Happy Few did already come to Xbox One and Steam as an early-access game, but now it's ready for prime time.
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The 1960s dystopia of We Happy Fewwill hit Xbox One, PlayStation 4 and PC on April 13th, 2018, thanks to Compulsion Games and Gearbox, the studio best known for Borderlands.