![]() ![]() ![]() The ever-changing worlds add a bit of pizzazz to the whole affair. If Happy Game had stuck with the same style throughout, it would have become boring very quickly. I appreciate the devs making each level unique. Occasionally, the game will drop you out of a cutscene, you’ll walk forward 2 or 3 steps, and then you’re dropped into another establishing section, showing off some new monstrosity. ![]() It’s not at an FMV game level of sit back and watch, but sometimes it feels like it comes close. The interactivity on hand in the levels is nice, but the real draw are the visuals. I’m a big brain jeenius, so of course my time will be a bit faster than most. This time is dependent on how fast you solve the puzzles presented to you. My playthrough took 118 minutes according to Steam. I will address something that I’m sure will come up: Yes, Happy Game is short. Nothing makes sense, and it doesn’t have to, stop asking it to. It adds to the overall dream-like atmosphere of the game. The main character occasionally speaks, but it’s some form of bastard simlish that makes no sense. There is no dialogue, no story really beyond what you can glean from the world around you. Why a game about a nightmare world filled with violence evokes a strange sense of nostalgia is beyond me. The smooth synth soundtrack and tame visuals of these transitional spaces scream familiarity. The moments in-between the gross or scary bits are almost melancholy. Not that the violence doesn’t get fairly cartoonish in RE (Looking at you, Ethan Winters’ hand). The violence feels too cartoonish to be impactful in the same way something like Resident Evil. It feels weird saying that seeing as how later in the game, you’ll be using multiple guillotines to slice a giant, carnivorous rabbit to pieces while it doggedly chases you, even after its face is removed. The game is violent, but not in an overt way. It’s probably the tamest section of Happy Game. This leads you through a toy-based world of demonic dolls and haunted building blocks. The first level sees you chasing a soccer ball a rare commodity for a child in such shabby conditions. When you complete a dream sequence, you return to your room with whatever item you were chasing. they’re not levels in the traditional sense. The visuals inside the dream/hallucination/dreamcatcher vary from level to level. There’s always something to click and drag around. I never hit a point in my 2 hour playthrough where I was completely stuck. You’ll be given little scenes where you need to solve puzzles by pushing, pulling, ripping, tearing, spinning, and otherwise manipulating the creature, and even the world around you. No, you shouldn’t try to understand the how or why. It may be the dreams of a child, it may be the dying visions of an addict, it could be whatever the dreamcatcher above your bed is dream catching. You can look at the events in the game from a lot of different angles. If you try to wrap your head around Happy Game you may come away needing assistance. You go to sleep, perchance to dream and all that, and end up in a very. Your room is sparse, and maybe a bit dingy, but it’s not a sad scene. You’re in a bedroom that kind of reminds me stylistically of Little Inferno, if you’ve played that. Happy Game is happy in a way, and it’s scary, in a way. If you’re like me, when you first saw the trailer for Happy Game you said, “I bet you it’s not going to be happy”. Happy Game Review – Oh, I Get It, It’s Supposed to be Ironicĭeveloped and Published by Amanita Design ![]()
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