I played this with my best friend and the multiplayer gameplay and design were very creative. We really enjoyed the way the game passes action back and forth between you two. However the writing of the ending left something to be desired.
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Feel like none of the game mechanics really work (the cover-based shooter segments were dumb and uninspired, the stealth sections only merit was that you could finally exercise some smash some cops). And the game as a whole doesn't let you be creative or take part in the story in any way. The story mostly restarts or forces you into specific beats if you side away. Feel like if that was the point, the game would just be better off being a big sequence of QTEs and cinematics. Oh, and what dumb, trite story beats, omg. Such a wasted ending.
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I can wholeheartedly say this is some of the worst writing ever put to any videogame. Not necessarily because it's entirely absurd, but because it's entirely over it's head. It blantantly "homages" motifs from the Shawshank Redemption, Scarface, and many many more films, and it's truly pitiful.
Enter the world of GTA, a world where it's absurd story can flourish in the satire it embelishes upon itself. At the end of this game, Vincent, a secret agent with no alias who shares every detail of his life, or Leo-- a terrorist, get to walk free. It asks the player to feel empathy for their characters based on little nothing more than what's given at face values, despite the characters obvious flaws. You do not play an anti-hero, you play as "genuine" family men who have been "accused" of something wrong. Oh please, there is no guilt to feel with these characters. It's LITERALLY the Shawshank Redemption.
I am so wired up about this game because of it's writer, Josef Fares. I am VERY excited for this mans future, because he's already become the de facto Tommy Wiseau of the video game world, in his cadence alone. If this movie was a film, with this large of a budget, I have little doubt we would be looking at a Cult Classic film, due to how astronomically bad it is. The characters off playing connect four, or darts, or hammering wood, is essentially the same as throwing a football in The Room.
From the absurdity of the prison breakout, to a parachute FALLING off instead of failing normally, this is a couple "puzzles" and "intense shootouts" away from being the worst film I have seen this decade.
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Ever since the flamboyant Josef Fares busted out onto the scene at E3 2017 and then put on a show for us at the following Game Awards, it became impossible not to feel a little bit of excitement for the game he was so passionate about directing. The game in question is A Way Out; a co-op adventure game that uses unique split screen mechanics to dish out a really interesting cinematic experience. As impressive as the game’s premises are, it does buckle under the weight of weak narrative elements and blatant influences to which it doesn’t quite reach the heights of.
Gameplay wise this definitely feels a little like Uncharted 4, hell they’ve even got the vehicle chase sequences and everything. But this time around the split screen mechanics take centre stage. Basically they split the screens up into two; one following Vincent and the other follows Leo, and you need to use the screens to solve puzzles and undergo some pretty neat cinematic situations. What makes it cool is that one character might be engaged in a cut scene while the other player is doing something else. Even if the game’s puzzles are really easy, the well-handled co-op elements make for a handful of really cool moments for you and whatever friend you’re playing with. I liked how occasionally you’d come across an area in the game where there’d be some simple little mini games or challenges for you and your friend to screw around with for a little while like throwing darts or connect four.
I also liked how the game would sometimes give you and your friend the option to choose how to approach a situation; it would have been cool if these choices had more of a story impact though. There’s a tiny bit of stealth in the game (mostly relegated to the “breaking out of prison” portion of the game), and a tiny bit of gun play too towards the end, but these sections are so few that it almost seems silly to evaluate these mechanics in depth. Although I guess I could say that this game feels more along the lines of an action game “sampler” more than it is a fully fledged AAA experience (like Uncharted for example). Which isn’t exactly a complaint I mean this game is only 20 dollars.
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The hardest I've ever laughed was playing this with my roommates. Between my friend predicting the twist within the first 20 minutes and sticking with it, the lore we gave the characters (Vincent became 'the big stink' for some reason), and also that spider we killed with silly string (unrelated to the game we were just sleep deprived playing this at 1AM), I think I enjoyed this game way more then how good it actually is solely because I had such a good atmosphere
fun game but i marked out over that