A Way Out Game Review – A Tale Of Two Prisoners

A Way Out Game Review – A Way Out proves that split-screen technology is far from being a thing of the past and inspires with an emotional as well as equally exciting adventure.

The whole world is online – whether it’s Fortnite, Playerunknown’s Battlegrounds or Destiny 2. And then just a certain Joseph Fares comes along and says cheeky, that you “A Way Out” – despite online mode – ideally together in front of a telly enjoys. The film director is known for unusual game concepts and delivered in 2013 with “Brothers – A Tale of Two Sons” from a small, virtual masterpiece.

“A Way Out” also floats on this wave and follows a similarly uncompromising premise. Because it’s a pure co-op adventure without any single player options.

A Way Out is best played with a co-op buddy on the home sofa. Alternatively, the Hazelight Studios and Electronic Arts also offer the so-called Friends Pass. With this virtual admission ticket, only one participant in a session needs the full version of the game and can simply invite the other one.

“A Way Out” presents itself in the test as an exciting, if not perfect co-op adventure with heart, mind and a lot of love for the little things in virtual life.


Of course we try to avoid story spoilers. Nevertheless, we can not prevent our test report from containing certain information that could be perceived as a spoiler. If you want to play “A Way Out” without load, jump straight to the rating or skip this article.


The game begins behind Swedish curtains: When the two crooks Leo and Vincent meet, they are not friends. Nevertheless, they quickly find out that they need each other. Because they have a common problem outside the prison walls. This is where you come into play: one of you takes on Leo, the other Vincent. Together, you must first break out of jail and then eliminate this problem.

You always play “A Way Out” with a split screen, so you always see what your partner is doing. The game promotes interaction with a couch buddy and attaches great importance to cooperation.

For example, you smuggle a chisel into your cells, use it to drain the toilet, and later work your way through the sewers.

The title takes up common clichés from prison films such as “Escape from Alcatraz” and so you observed about more than once fights between the prisoners or smuggled each other even in a laundry car to the police officers over.

The difference between the two protagonists makes much of the initial charm: Leo is the daredevil who prefers to fix problems with his fists. Vincent, on the other hand, seems more cheerful and prudent.

From this contrast develops a wonderful buddy dynamics and a fine sense of humor. Playfully, “A Way Out” is frugal.

The co-op puzzles are almost self-explanatory. Mostly, it’s all about getting your co-op partner in the right position. In search of a car tire, for example, Vincent uses an old crane to lift Leo to the balcony where the rubbers are stored. These simple “sliding puzzles” are found in the game and should not overtax anyone.


In the first phase, if you are still heavily involved in the planning and execution of the outbreak, you move well two-thirds of the time outside the prison walls.

A Way Out varies his playing speed skillfully: On the run follow calmer moments and of course moments for character sharpening. Leo and Vincent get to know each other better and share their past with you. This in turn creates an emotional bond bit by bit and the once-flat decals become real characters with depth.

In addition, “A Way Out” also offers much more than the mere execution of certain mission goals. If you look around the world, you will discover many side-scenes and active objects to experiment with.

In a farmhouse, for example, Leo and Vincent play together in a mini-game. If you want, go to the basketball court later or play a round of darts or baseball.

Even an old “Four wins” and an arcade machine are in “A Way Out”. Especially in connection with the co-op mechanics, this awakening of the child in the man really sets the mood and ensures even for the couch co-op again and again for Schmunzler.

With each chapter and exam, you’ll also notice how the connection between Leo and Vincent is growing. The purpose community eventually becomes friends who go through the fire together.

Hazelight uses this form of presentation dynamically and deviates in the meantime even from it. This brings dynamics into the action and emphasizes certain scenes.


A Way Out is a linear adventure with only a few freedoms. The interspersed decisions are ultimately only at key points for tuning the way forward.

But these moments change nothing in the actual story. Nevertheless, they are a reason to address “A Way Out” a second time. After all, you do not want to miss anything in an extremely short title of four to six hours.

Unfortunately, however, Hazelight’s co-op adventure runs out of steam at the end. Because then the gameplay increasingly stiffened on action passages that simply do not fit the previously so character-based tenor.

So you shoot in third-person shooter manner by enemy crowds or roars with the motorcycle through the sand. All these action passages do not feel as convincing as the quieter adventure missions. Although the shooter missions give a hint of potential, they are falling off qualitatively.

A small word to the finale: Hazelight takes you on an emotional co-op roller coaster ride in “A Way Out”. The last 30 minutes fit perfectly to the basic concept. We do not want to give away more.


A Way Out is certainly not the longest game or has the highest replay value. That’s not what it’s about. “A Way Out” means experiencing an adventure together – with all ups and downs.

Playfully we lacked the claim on occasion, but this shortcoming compensates for the co-op adventure with emotion, variety and many subtleties again. Heavier weigh the over-busy acting and racing passages, which miss the enthusiasm a damper.

Nevertheless, “A Way Out” is an exciting co-op adventure away from the mainstream and therefore worth a longer look alone.

Written by Mickey Bucks


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