Genre: Co-op Narrative Adventure
Players: 2
Playtime: 6 hours (Includes beating the game in local co-op play)
(NOTE: Content in this game is not recommended for all ages due to mature themes and strong language; Parental discretion is advised.)
Cooperative games are a rare breed to be found in this age of multiplayer shooters and battle royales. So it's a refreshing treat to see developers of Hazelight Studios not only attempt such with A Way Out, but to push the ideas of this niche genre in new, creative ways. Do these new ideas manage to create a stimulating experience and deliver a breakout hit? Or does it fall flat and bust? Turn on the spotlights as we search through the pros and cons of this joint journey.
Co-Op Gameplay
Being a cooperative experience is the core and heart that is A Way Out, so much so that this game can only be played with 2 players, be it online or local co-op. As such, the game is full of scenarios and mechanics that require and encourage play together. From hoisting each other up to high ledges, distracting guards, to even a wide assortment of mini-games that taunt high scores in each other's faces, every action in this game is designed with two players in mind. With that said, there is also a happy amount of freedom in which players can both explore and act independently thanks to the game's incorporation of a dynamic split screen. In this way, players can simultaneously work on varied objectives to a shared goal. The result is a fluid and consistently involved gameplay experience for both players.
The split screens will dynamically change size when one player's actions become of greater importance / focus, but such doesn't interrupt / prevent the other player continuing play. |
Accessibility
A Way Out explores many different gameplay scenarios and mechanics throughout the course of its adventure. A negative tidbit of this abundance of ideas is no one idea is ever quite as deep or thoroughly explored as one might hope. But on the brighter side, the mechanics are kept simple as a result, which makes this an experience easy to share for players of most any skill level. And the simplicity of the mechanics don't really detract from what is the joy of putting these combined skills across two players together.
One other note worth mentioning, while a $30 price tag for a 6-hour game may seem a bit steep, each copy of the game is given a code in which a friend can join play online on another system for free. Just another means in which this game is made more accessible and drives home the importance of this being a cooperative experience.
Varied Objectives / Solutions
Another positive aspect of having so many different gameplay scenarios is how it keeps the pacing of the game fresh and interesting. From wild chases, investigative legwork, to matches of Connect Four, you never quite know what to expect in this game. There are also many a scenario in which they can be both approached and/or resolved in many a way. For example, when in prison and looking for a wrench, there are many ways in which this tool can both be obtained and smuggled out. Will you use distractions? Confrontation? Use the vents or disable some machinery? The choices are yours to work out and create a unique narrative fitting of your character.
One cannot see this classic game lying out and not want to play a round. |
Writing / Story
While narrative should be an important factor for a game such as this, it sadly falls incredibly flat due to tremendously cheesy writing and a rather uninspiring story. Playing this game, you'd swear this was written by some adolescent middle school boys who just wanted to throw in any cliche action scene they could think of, and throw in a whole lot of swearing for good measure. You can tell this game wants to build an emotional connection to the characters each player controls, but it fails to develop such with its dull dialog. Without spoiling anything, the ending of the game does present an interesting turn of events to deliver a well executed shift in gameplay and story, but it sadly still lacks due to the painfully corny and over-the top tone of this game. This final twist also broke much of the narrative for the entire game and why some of the events ever even occurred as they did. This may be in part because of the simplicity of the mechanics in this game, but all in all, this whole game felt like a lighter, less inspired version of any action flick or Uncharted game, leaving a whole lot more to be desired.
Decision Making
There are a number of instances in the game in which players are put at a crossroad of decisions: Do things Leo's way or Vincent's way. While I appreciate having there be various ways in which a scenario can play out, these junctures can't proceed until both players agree on a decision. This isn't always a big deal, but some of the decisions seem like two extremes in which there should be a third option available. Also, for a character who is hot-headed and tends to act on impulse (according to the character description), it seems at odds that play can't proceed until total consent is reached.
While choice is welcome, this need for total consent before proceeding adds an unnecessary interruption to the flow of play. |
Animation
For being two very distinctive and different characters, it's a shame that the same treatment is given towards their animation. It is abundantly clear that both Leo and Vincent use the same animations, especially when you perform them in close proximity to one another. There are also many other instances in the game where the animation is shown to be incredibly stiff and poorly done, such as when the red necks run off to retrieve their runaway horses. Moments like this really pull you out of the experience and make you realize you're just playing a cheap bit of entertainment.
At the end of the day, A Way Out does deliver in creating a unique experience through cooperative play and interaction. Your mileage with the game though may vary greatly. If you have an affinity for bad screenplay and cheesy bits of dialog, you may find this to be a more memorable affair. On the other side of that coin, if you don't find a significant other or close friend to play this game through with, you'll likely find the conclusion fall flat and lack the impact it so clearly aims for. With these variables in mind, A Way Out delivers a niche genre of a game to an even greater niche of audience who would fully appreciate it. While I'm appreciative of the support for more co-op experiences and the decent efforts this game puts forward, this is sadly a bit too uneven to be higher recommended.
If you have any questions or thoughts about this game, please feel free to comment and discuss below. Thanks. And happy gaming!
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