9.3 hours played
Written 7 days ago
the TL;DR is that "A Way Out" is worth playing, especially if you are looking for co-op game experiences that you and a roommate or significant other can play to get some friendship/bonding time in. I would highly suggest avoiding any spoilers or long exposition about the entire story, as there is a nice little twist towards the conclusion that infuriated my wife.
To expand on that a bit, I should preface by mentioning that my introduction to a game by Hazelight was in the form of "It Takes Two," which is truly a masterpiece of a game, so the mental bar that I had in my head was one of heightened expectations and desire to be taken on a journey that was both captivating, emotional, and downright entertaining.
What I found with "A Way Out" was that it was clearly an initial foray into the idea of a co-op game. It was easy to see, having "It Takes Two" as a background for what the studio was capable of doing, that this title was one where the intention was there, but perhaps either the funding, the creative brainpower, or the interest was not completely there.
The cooperative aspects on display that relied on both players doing something in tandem, or in a back-forth pattern, were enjoyable, and made for some hilarious, occasionally frustrating, moments. If you already played ITT, you will be able to see that some of the mechanics that were being developed and implemented for AWO were basically exploratory notions for what would ultimately wind up in the former title. That is, they were fun, but often felt superficial and contrived rather than innate.
The total game time from start to finish can be done, I would estimate, in 5-6 hours, perhaps even less. We dilly-dallied here and there, which stretched our total play time at time of writing to around 10hrs. There are a number of NPCs sprinkled throughout the chapters and sections of the story that make for interesting, at times comedic, but essentially inconsequential interactions between the main characters, Vincent and Leo. Additionally, some of the achievements are very inobvious and require a bit of searching or at times, patience while you sit in one place, play instruments without error, or search rooms to interact with things just to see what will happen. We will probably go back through some of the chapters with a guide just to get the remaining achievements we overlooked or didn't spend enough time looking around for before progressing.
From chapter to chapter, the game was engaging and by all means forgiving; there is only a single difficulty level, and you aren't monitoring consumable resources, health, or anything that might really make it feel like you are under pressure to perform. If one of you fails at a given task and "dies," you simply start back at a checkpoint and try it again. There are moments where you have to move to an objective, reach a certain point, jump or slide over something quickly as prompted, but don't think you're going to be sweating bullets.
The story was a tad rote, in the "betrayed person wants revenge" sense; nothing about it felt all that groundbreaking. However, there was, as I mentioned, a twist when the game felt like it was coming to a close that provided a bit more action and was a good shock to a story that was feeling lethargic and played out.
All in all, I was happy that I picked up this title if only to support Hazelight. It shouldn't be written off, as it was a worthwhile playthrough, though the replayability factor for me is rather low. It's worth checking out, as it is something that is truly a co-op game and does provide an opportunity to disconnect from your online friends to bond with your real-life friends in a forgiving environment, providing a decent story to follow.