We Happy Few was one of my coworker Jess Conditt's
favorite games from E3 this year, and for good reason: its alt-history, drug-and-paranoia fueled take on a dystopia is unlike anything we've ever seen. But how did it all begin? With a question, according to an
Xbox Wire post by developer Compulsion Games' Sam Abbott. The team was trying to figure out how to make a bigger game than its first (
Contrast, which made its debut with the
PlayStation 4) but wanted to keep its staff size from ballooning. That's why Compulsion turned to procedural generation -- akin to
No Man's Sky -- for its 1964 English city.
Source: Xbox Wire
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