Compare Paranoia: Happiness is Mandatory prices across 50+ stores and find the best deal. Developed by Black Shamrock. Published by Nacon. Released on 12/21/2023. Available on PC. Genres: RPG.

A cult tabletop RPG finally gets a CRPG home, and the atmosphere is genuinely inspired. The systems underneath it, though, are a different story entirely.

My first reaction stepping into Alpha Complex was genuine delight. The premise, a dystopian society run by a deranged AI called Friend Computer, is among the most inventive in all of tabletop RPG history, and seeing it rendered isometrically, with colour-coded security clearances marking out the hierarchy of Alpha Complex and surveillance cameras tracking your every infraction, felt like a dream finally made real. That opening hour, waking from a cloning vat, being briefed by a cheerfully sociopathic machine intelligence, and watching your treason meter tick up just for asking the wrong question, is one of the sharper CRPG setups I have encountered in years. Then the cracks appear. The core loop has you reporting to Friend Computer each day cycle, assembling a squad of three additional Troubleshooters from a pool of available clones, and heading out on mission-based assignments to hunt traitors, escort rogue cleaning droids, or wipe out suspiciously enthusiastic LARP gangs. Combat uses a real-time-with-pause system and lets you swap weapons on the fly, with your squad drawing on nine skill specialisations and a handful of mutant powers with cooldowns. On paper that sounds workable. In practice the fights drag badly, partly because your Troubleshooters are incompetent by design, and partly because the weapon and armour variety is thin enough to feel punishing rather than tactical. There is exactly one armour slot per tier, weapons have a handful of variations at best, and every item in your tiny inventory evaporates after each mission, so the sense of progression that usually keeps CRPG players invested simply never arrives. Death lets you reallocate skill points on a fresh clone, which is the closest thing to a levelling system, but the mechanic is inconsistent enough that reviewers noted it did not always trigger reliably. The writing, at least, earns real credit. The dialogue is dry, bureaucratic, and genuinely funny when the game leans into the absurdist comedy of the source material. Friend Computer promising to schedule maintenance for a job you just risked your life on, with a delivery window of four thousand day cycles, lands with the deadpan timing the tabletop version is famous for. The treason meter, termination booths, Happy Pills, and the various in-world drugs like SMASH and Brain Bump are all faithful nods that fans of the pen-and-paper original will clock immediately. The balance between oppressiveness and dark humour is handled well, and the atmosphere is among the most distinctive you will find in the indie CRPG space. The problem is that the world never gets deeper. Characters do not develop in any meaningful way, side-quests are almost absent, and the narrative fails to build toward a payoff that the setting clearly has the bones to support. Two structural problems aggravate everything else. First, there is no manual save, only autosave checkpoints at mission boundaries. Dying mid-mission sends you back to the briefing room, which stings badly given how much of the game is spent walking between stubborn NPCs performing bureaucratic fetch tasks. Second, and this is the one that hurt me most as a narrative RPG fan, the tabletop version of Paranoia is fundamentally a game about human betrayal and improvisation among real players. Scripting those surprises for a single-player CRPG strips out the chaotic soul of the design. The treachery feels more like window dressing than a genuine system. If you go in short sessions and treat Alpha Complex as a black-comedy mood piece rather than a CRPG with meaningful build depth, there is something here worth experiencing. Go in expecting Disco Elysium levels of writerly ambition or BG3 levels of systemic depth, and you will be disappointed well before the credits. Monika, Scout Team

Paranoia: Happiness is Mandatory
RPG

Paranoia: Happiness is Mandatory

Dec 21, 2023Black ShamrockNacon
GamerScout Says

A cult tabletop RPG finally gets a CRPG home, and the atmosphere is genuinely inspired. The systems underneath it, though, are a different story entirely.

PC
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About Paranoia: Happiness is Mandatory

My first reaction stepping into Alpha Complex was genuine delight. The premise, a dystopian society run by a deranged AI called Friend Computer, is among the most inventive in all of tabletop RPG history, and seeing it rendered isometrically, with colour-coded security clearances marking out the hierarchy of Alpha Complex and surveillance cameras tracking your every infraction, felt like a dream finally made real. That opening hour, waking from a cloning vat, being briefed by a cheerfully sociopathic machine intelligence, and watching your treason meter tick up just for asking the wrong question, is one of the sharper CRPG setups I have encountered in years. Then the cracks appear. The core loop has you reporting to Friend Computer each day cycle, assembling a squad of three additional Troubleshooters from a pool of available clones, and heading out on mission-based assignments to hunt traitors, escort rogue cleaning droids, or wipe out suspiciously enthusiastic LARP gangs. Combat uses a real-time-with-pause system and lets you swap weapons on the fly, with your squad drawing on nine skill specialisations and a handful of mutant powers with cooldowns. On paper that sounds workable. In practice the fights drag badly, partly because your Troubleshooters are incompetent by design, and partly because the weapon and armour variety is thin enough to feel punishing rather than tactical. There is exactly one armour slot per tier, weapons have a handful of variations at best, and every item in your tiny inventory evaporates after each mission, so the sense of progression that usually keeps CRPG players invested simply never arrives. Death lets you reallocate skill points on a fresh clone, which is the closest thing to a levelling system, but the mechanic is inconsistent enough that reviewers noted it did not always trigger reliably. The writing, at least, earns real credit. The dialogue is dry, bureaucratic, and genuinely funny when the game leans into the absurdist comedy of the source material. Friend Computer promising to schedule maintenance for a job you just risked your life on, with a delivery window of four thousand day cycles, lands with the deadpan timing the tabletop version is famous for. The treason meter, termination booths, Happy Pills, and the various in-world drugs like SMASH and Brain Bump are all faithful nods that fans of the pen-and-paper original will clock immediately. The balance between oppressiveness and dark humour is handled well, and the atmosphere is among the most distinctive you will find in the indie CRPG space. The problem is that the world never gets deeper. Characters do not develop in any meaningful way, side-quests are almost absent, and the narrative fails to build toward a payoff that the setting clearly has the bones to support. Two structural problems aggravate everything else. First, there is no manual save, only autosave checkpoints at mission boundaries. Dying mid-mission sends you back to the briefing room, which stings badly given how much of the game is spent walking between stubborn NPCs performing bureaucratic fetch tasks. Second, and this is the one that hurt me most as a narrative RPG fan, the tabletop version of Paranoia is fundamentally a game about human betrayal and improvisation among real players. Scripting those surprises for a single-player CRPG strips out the chaotic soul of the design. The treachery feels more like window dressing than a genuine system. If you go in short sessions and treat Alpha Complex as a black-comedy mood piece rather than a CRPG with meaningful build depth, there is something here worth experiencing. Go in expecting Disco Elysium levels of writerly ambition or BG3 levels of systemic depth, and you will be disappointed well before the credits. Monika, Scout Team

Tags

singleplayertier:indieTabletop AdaptationTreason MechanicClone ProgressionBureaucratic HumourReal-Time-With-Pause CombatMission-Based StructureClearance Level GatingDark Comedy

System Requirements

Minimum

OS
Windows 7 64-bit
Memory
4 GB RAM
Storage
7 GB available space
Graphics
NVIDIA GeForce GTX 560 or AMD Radeon HD 6870
Processor
Intel Core i5-2300 or AMD FX-4350
Additional Notes
For 30 FPS @ 720p

Recommended

OS
Windows 10 64-bit
Memory
8 GB RAM
Storage
7 GB available space
Graphics
GRAPHICS CARD: NVIDIA GeForce GTX 1060 or AMD Radeon RX 580
Processor
Intel Core i5-7600 or AMD Ryzen 5 1600
Additional Notes
For 40 FPS @ 1080p

Reviews & Ratings

No ratings available

Game Info

Developer
Black Shamrock
Publisher
Nacon
Release Date
Dec 21, 2023

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