i want to preface this review by saying that despite its flaws, this is one of my favourite games of all time, if not literally THE favourite. i love it to pieces. i credit my adoration mainly to the environment and world design. WHF has one of my favourite aesthetics of all time - one that i have yet to find in any other piece of media. a cheerful, psychedelic, and rainbow dystopia is jolly enough, but one that's predicated on 60's propaganda post-WW2? ive found peak and i fear i wont find it again. so much of this game is built through visual storytelling, through ambient dialogue or graffiti on walls, and its 'show don't tell' approach to the worldbuilding of the game makes it so much more nuanced. keen players could likely discern all the major issues plaguing wellington wells in its first hour or so. its truly such an immersive environment, and i adore the designs of the various structures in this game. in particular, the Village is such a treat, with rainbow roads and old english buildings. exploration is never dull when i find the environment to be beautiful. on top of that, the actual worldbuilding and plot are very compelling. i played through my first playthrough completely unaware of like, at least half of the major issues affecting wellington wells, (only discovering them afterwards when i read the wiki), but still loved it all the same. its unique & detailed, executed relatively well imo (good voice acting, good cutscenes) and really just the greatest strength of this game. and of course the plot is fuelled by its characters. in an epidemic of TikTok appropriating the term "morally grey" to any Bad Boyโข with a conscience, the characters of WHF (in particular, Arthur & Sally) are a breath of fresh air. complex, unreliable narrators that despite all their flaws, draw in emotional investment from the player. theyre also just so full of personality. you can really see that emphasized in the differences b/w the journals/notes they keep and their dialogue. just really well-written. with that being said, i do have a few gripes with the plot. Act I is clearly more fleshed out than the other two. not only does it have a greater abundance of side quests, (most of them of higher quality as well), the main quest is a lot longer and a lot more compelling. it really feels like arthur gets to shine but the other two were at least a little bit rushed. i wish we had more development regarding the other two acts. on top of that, i wish we had more hand-crafted side quests, like the butcher one in arthurs playthrough. it just really would pump a lot more life into the world and make up for the lack of npc models and such. regarding the criticism levied that it feels like a "walking simulator" or "tedious", i think this is honestly in part an attention span issue on account of the players. with a market oversatured with fast-paced overstimulating fun, (which has its own place!), whf does take a slower approach that doesnt land well with everyone. for some of the people here it gets to a point though. like what do you mean you thought the initial arc with arthur and the hardy boys was "too long" and you had to walk "too far" to get to it?? it takes like, 1-2 minutes TOPS to get there and thats the basic introduction to how the game works??? what??? go back to cocomelon jfc. i personally didnt find my initial playthrough a chore at all, but thats because i thoroughly enjoyed the world and loved looting it. (ie. i voluntarily unlocked all the hatches and cleared all the fog i could from my map). obviously not everyones going to do that, but i really dont think running between locations was that bad at all, especially since there is a fast travel system in game. THAT BEING SAID i understand when people say the fetch quests feel tedious. i personally thought it was necessary bc it fleshed out the world so much more, and like, what else are they gonna do. just Walk On Out of Wellington Wells? i dont think so.... but the derailment of the main quests could definitely get frustrating when theres such little signs of progress towards the main plot. i thought the fetch quests were fun and the payoff was more than worth it, but for somebody that primarily cares about reaching the ending, i can definitely see it getting annoying. regarding combat and survival mechanics. i thought they were okay. i initially played whf when i was Really Bad At Video Games, so i appreciated the more simple combat system that still lent itself to being fun. very beginner-friendly. stealth was cool. i like strangling people. not much else to say there. the main issue here is how easy it is to cheese oh my god. you can literally outrun everyone and just hide in a trash can until they all deaggro. it is so so easy, even on hard mode with permadeath. nothing poses a threat when theres a way out in every single alley. and survival truly had zero consequences. i think they tried to reach a balance here between people who enjoy looting and people who dont, but all that ended up creating was a mediocre, low-stakes system. a better option here would be to toggle off survival mechanics for those who dont like them. otherwise, theres very little penalty for running low. the only time survival mechanics were ever an issue was in sandbox at the start of the game with thirst. none of this was bad per se, like im not sure why people might expect a super complicated combat system when thats NOT WHAT YOURE SUPPOSED TO BE DOING, its only that it could be a lot better. stealth was super fun though. i enjoy the approach where youre punished for engaging in combat, which makes sense for such a social-focused game like whf, where youre supposed to blend in. sneaking around buildings is deeply entertaining and only ruined by the occasional buggy npc that somehow sees you when theyre not supposed to. really not gamebreaking. like, a lot of the stuff about bugs was made by earlier players. much of it has been fixed now (AT LEAST TO MY KNOWLEDGE) and i didnt personally run into anything bad. just a few npcs sitting the wrong way and maybe poorly procedurally generated worlds partially blocking entrances, which was rare. and the social mechanics were cool. joy, blending in by choosing the right clothes and actions, suspicion meters, etc, are all super interesting feature. the main problem comes from the fact that they werent implemented enough. i wish joy had a bigger factor in this game. while taking it, everything becomes more saturated, and thats it. i wish it was instead something akin to arthurs intro pinata scene or victoria watching the couple eat charcoal in the dlc. wellington wells should be a lot more fucked up when youre off your joy. not in terms of gore or graphics, but little things that more obviously indicate something is terribly wrong. i also literally never had to take joy so whats up w that?? make ts harder. joy detectors, doctors, and headmistresses are not a threat when you can walk past 2/3 without fully aggroing them, and run past 3/3. or just literally walk on the other side of the street from a doctor and they dont detect you at all. zero punishment in gameplay. but alright. otherwise the rest of the social mechanics were pretty cool. honestly the procedurally generated worlds are fine. like yeah itd be better if it was ENTIRELY handcrafted but also the generation brings it own unique charm n upsides. i think most of the complaints could just be solved with more personalized/handcraft side/main quest experiences instead of overhauling the whole system. outside of a few bugs it can even be very enjoyable. tl;dr i would never pay this full price for any game in the world but if you see a few clips of whf, dont need constant action, and like how it looks, its totally worth it on sale! beautiful environmental storytelling, great characters, and compelling plot! gameplay is decent, though some of the mechanics are lackluster. fun times overall!
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