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“A Way Out” is a simple game with a simple story told a very, very simple way. Two characters end up in prison together and attempt to break out and hunt down the man that wronged them. One is a father, the other is a father-to-be. Their individual levels of implicitness in previous crimes differ as well as their levels of violence regarding their unique methods of freeing themselves from captivity as well as how they hunt their prey.
The difference between this game and any Telltale game (Walking Dead, Minecraft, Batman, etc.) is that, rather than one player managing Leo and Vincent, the game’s main characters, you play online (or couch co-op!) with a buddy. In this instance, I played with my older brother because our birthdays are right next to each other, but geographically he and I aren’t. This title also does the rare thing of requiring only one player to actually own the game, which is nearly unheard of.
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As stated, “A Way Out” is basically a two-player Telltale adventure game; in split-screen (which shift and changes sizes depending on the actions taking place to keep both players focus at all times) Leo and Vincent complete button presses, walking simulation exercises, puzzle solving, and dialogue trees. This furthers both of their plots as well as intersecting early in the game and then never really separating until the credits roll. But don’t assume that means both players are on the same see-saw all game (although you do get to interact with a see-saw at one point). No, this game wisely keeps the actions different and varied enough to make things interesting. Examples included one character scaring fish while another one stabs at them in a stream with a spear, one character interacting with one member of his family while the other helps fix a motorbike, or two different angles with obstacles being run during a high-stakes chase in a construction zone. It’s fairly engaging and rarely overly repetitive.
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Nothing is really difficult and failure generally results in not much more than a few seconds of set back, or to the start of a set piece. Really, only two action sequences gave us any kind of difficulty spikes and they were near the end of the game, with a motorcycle chase sequence and some light shoot-outs, and that was more to do with controls and too much happening on two screens to keep straight who-was-who. Minor nitpicks, but still – when I say nothing was too difficult, this can also be a nitpick, because I’m OK with an easy game if it is in service to the story (Telltale’s “Guardians of the Galaxy” for example is easy as pie but has a compelling narrative that makes up for this). “A Way Out” has… a bit of a narrative problem, so this does factor into the title’s larger issue.
Again, the story is simple – two criminals escape jail to go after the man who got them falsely imprisoned. This can be OK if it is told well, but this game is more interested in character beats and settings than this story. This leads to poorly written dialogue and some extremely silly voice acting as a result. Both of the main characters have moments of sheer stupidity in their writing and then the VA’s have to come up with compelling ways to say their lines and, what with the accents, tone, and setting – these lines come across as parody rather than played straight. This destroys the immersion, somewhat, but the real hit the game takes as a result is that the storyline never gets a chance to break free from the shackles of cliché and rest way too comfortably in that realm. What could have been an interactive game equivalent to Heat or the Departed ends up coming across like a cheap knock-off, at least in the story and presentation department.
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Having said all that? Still worth the price of admission in my opinion, but only if you’re willing to go through it once. You’ll never really want to play through the whole game again because the games’ two endings are both determined in the final seconds, never in the choices, actions or events that transpire in the title’s 6-8 hour runtime leading up to the over-written and over-choreographed finale. And once you know all the game’s tricks, story beats, and hidden secrets and twists, a second play through with another friend is mostly worthless, at least for you. But that first time through, exploring the settings, interacting with everything you can click on, and seeing what you can get away with? It’s pretty fun and if you can find it on sale, absolutely a worthwhile investment of your time and money.
On a technical level, though, the most impressive thing was how the game looked (much better than a Telltale game, but obviously not top-shelf as far as games are concerned, these days) while running online across the country in two different states. We never had it freeze and the game didn’t stutter or lag. A lot can be said about our respective connections, but at the end of the day, for what this game attempted and accomplished, this feat alone made it worthwhile. I’ve lost connection playing “Bubble Bobble” over PSN before. “Bubble Bobble” didn’t have shootouts and car chase. So, kudos!
Final Thoughts:
There is a Legend of Zelda secret in this game so stupid it is only topped in idiotic magic by a musical secret you can find five feet away from it in one of the games’ middle stages. That farm house bit is my favorite part, even if it is ridiculous and cliché-ridden to hell and back.