A Way Out Wants to Feel Like a Different Game in Every Scene

Most games make a point of selling you on one core mechanical concept, the interactions you’ll hopefully be enjoying for 10, 50, 100 hours. Halo’s ‘gunfeel’, Bayonetta’s Witch Time, Mount Your Friends’, er, physics. Each one should feel good enough to keep you playing, no matter how repetitious it might actually be. A Way Out is almost stubbornly trying to do the exact opposite.

Every time Josef Fares, the game’s director, and I finish playing a section of his co-op narrative adventure game, he turns round, smiles and tells me that the game will never do that again. In half an hour of skipping between various scenes I’ve crept through a stealth section, gone spear fishing, taken part in a police chase, balanced on wheelchairs, button-mashed through 2D brawler combat, and played Connect Four. A single run-through’s aimed for 6-8 hours. There’s going to be a lot to do.

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