Cinematic co-op game A Way Out is not only very ambitious, but above all unique. After having completely experienced the adventure of the escaped prisoner Leo and Vincent from the beginning to the end, it turns out that Fares is completely right about this. However, it takes a while before the game actually reveals its artful play and throws off the yoke of the gimmick. It is not only an innovative, pure co-op experience, but also a very pleasant social affair.
The developer behind A Way Out has its own ideas about how cooperative play looks like. This does not happen with strangers, preferably not online and the combination is above all the essence of the experience. This not only means that you can not play the game alone (there are always two players required and there is no matchmaking), but you are also explicitly involved in what your co-partner experiences from moment to moment.
Whether it is online or together on the couch: the screen is always divided into two parts in a stylish way so that both perspectives continuously demand attention independently. For example, Vincent negotiates on the left side of the screen with a fellow prisoner about the access to a laundry room, while on the right part of the screen Leo explores things and provokes quarrels. Later on, this is quite humorous when your co-op partner is busy getting a car working while you watch TV sitting on the couch. The dialogues that both characters enter into are also not interchanged, but often happen simultaneously.
The game thus unparalleled that it is not two players who work towards a common goal, but two characters who lead their own lives. It is up to you and your partner to give them direction and to determine how fluently their cooperation progresses. However, that freedom is not yet there, because according to the theme, autonomy is still rather limited during the introduction behind the bars.
False Start
Here the story starts slowly and various cut scenes take over. A necessary evil to expose the different personalities of the characters, but it puts developer Fares' promise of full playability into question. In addition, the short scenarios in which you have to reach a goal in a closed space follow each other in rapid succession, making it rather playful puzzle rooms than actually an innovative twist on cooperative interplay. Which nevertheless does not mean that there are some exceptional moments behind those cell doors.
An early highlight, for example, is the first step towards an escape attempt: Leo and Vincent both have to detach a toilet from the wall in their cell and raise the gap that is created so that they can slip through it. While one presses files, the other person keeps an eye on the circular guard and gives a signal when it is unsafe. This leads to a lot of panicky cries and a very pleasant active involvement with what is happening on the screen. Later on, the game will do this again by forcing you into a scenario where you have to completely tune into each other and loudly give each other a signal when you have to climb up simultaneously.
Always Social
Once outside the prison Fares' biggest promise (the never-repeating gameplay) becomes immediately noticeable. The variation increases and various scenarios continue to alternate. You sneak through the grass one minute to pick up agents, later you board a boat together, you start a chase scene or you conquer a gas station together, after which a similar situation does not occur anymore. Here the developer is somewhat surpassed by his compulsion to innovate, because not every gameplay element is equally positive. The few negative outliers are fortunately short enough to appreciate the sincere attempt at change rather than frustrate completely.
However, it is the moments where A Way Out takes a step back where the game really shines. You will not be caught by the police for the change or put in dangerous situations, but will briefly get a pleasant respite. In such moments of rest, not only Vincent and Leo get the opportunity to get to know each other better, but you and your co-op partner also start the conversation more independently of the game.
This happens gradually by creating more and more situations where you can challenge each other to games like darts and horseshoe tournaments, or by exploring the game world together and see which humoristic interactions you can discover. The game thus changes briefly more into a social experience where the emphasis is also placed on the interplay that takes place in front of the screen.
It may not be entirely consistent with the urgency of the story when you are sitting carefree on your banjo, and chasing chickens does not raise the same deluge of adrenaline like a car chase, but it is really fun to do. A Way Out thus interweaves an exceptional number of diverse cooperative elements into a coherent short yet impressive adventure. And that can be called quite unique with confidence.
Conclusion
A Way Out promises a unique and ambitious, cooperative cinematic experience and it also succeeds completely. After a false start, the game constantly varies in gameplay and new scenarios that may not all be of the same high level, but keep the game fresh from start to finish. The full commitment to co-op is the greatest asset: it not only offers a large number of diverse cooperative elements, but also creates a very special social experience.
The Plus and Minus Points
✔ Extraordinary amount in variation
✔ Unique co-op experience
✔ Weaves many cooperative elements into a coherent whole
✔ Strong social aspect
✖ Slow start
✖ Not every gameplay element equally strong
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