A Way Out

A Way Out

Reseñas
PCPS
A Way Out es una aventura exclusivamente cooperativa en la que te metes en la piel de uno de los dos reclusos protagonistas en su intrépida fuga de la cárcel.
87%Reseñas de Steam78,2 mil reseñas78Metacritic/10079OpenCritic/100
Lanzamiento: Jun 18, 2020
Online Co-Op · Co-op · Split Screen · Story Rich · Local Co-Op
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Precio deseado
Configura un objetivo y recibe un correo cuando una oferta disponible en la región seleccionada sea igual o inferior a ese importe.

Historial de precios

Últimos 36 meses · actualizado a diario
Mínimo histórico~ 2,99 US$2024-12Mínimo actual entre tiendas~ 8,99 US$EA Storerespecto al mínimo histórico+201%
~ 9,97 US$~ 17,24 US$~ 24,51 US$~ 31,79 US$25-0925-1226-0326-0626-09~ 2,99 US$

Los precios cubren Steam y 39 tiendas autorizadas; solo se cuentan ofertas regulares. La gráfica muestra los mínimos semanales del mercado y el precio oficial de Steam de los últimos 36 meses.

Equipo

约瑟夫·法尔斯
DIRECCIÓN
约瑟夫·法尔斯
黎巴嫩裔瑞典籍电影导演、编剧、游戏设计师
约瑟夫·法尔斯
GUION
约瑟夫·法尔斯
黎巴嫩裔瑞典籍电影导演、编剧、游戏设计师
Desarrollador
Hazelight Studios
Distribuidora
Electronic Arts
7.5
Puntuación global
Valoraciones externas87%Reseñas de Steam78,2 mil reseñas78Metacritic/10079OpenCritic/100
Gráficos
6
Sonido
7.5
Jugabilidad
7
Historia
9
Contenido
6.5

“A prison-break movie playable only in pairs, building co-op trust just to shatter it into a duel, thin on mechanics but towering on feeling”

Nuestro veredicto

A small-budget game that punched out an oversized emotion

Lay every dimension side by side and A Way Out is a game wearing its flaws on its face that still lingers for years. The visuals sit a generation back, the individual mechanics are barely deeper than minigames, the main path is six hours and no more — and yet this is the game that walked off with the BAFTA for Best Multiplayer in its launch year of 2018, earned a Best Game Direction nomination at The Game Awards, and rode its sales past thirteen million copies into a long, unbroken life. On the review aggregators, a hundred and seven critics average out to seventy-nine, a Strong rating, with the individual numbers scattered from a high of 8.3 all the way down to a low of 6. That spread is not confusion; it is the signature of a game whose virtues and faults pour out of the same decision. Buy in for the singular co-op experience and you score it high. Measure it by mechanical depth and you dock it. Neither side is wrong — they are just weighing different things.

Who should buy it, and who should walk past

The buyer's profile is clear enough: you have a fixed, trusted partner, you are willing to share a six-hour cinematic escape with them, and you value an emotional gut-punch over mechanical depth. If you happen to have that one person, the game hands back a shared memory that is hard to reproduce — years later, what you two recall will not be a system but a rainy night and a friendship undone.

It helps, too, that Friend's Pass removes the usual obstacle. You do not both have to commit a purchase to find out whether it clicks; one of you buys, the other rides along, and the only real cost is six evenings and a willingness to be the one left standing at the end. For a game this dependent on having a partner, lowering the price of entry to a single copy is not a footnote — it is the reason the audience ever assembled at all.

An emotional beat near the finale

The profile of who should walk past is just as sharp. If you can never round up a steady co-op partner, the game is effectively non-existent for you — no single-player mode means you cannot even reach the start screen alone. And if what you actually want is solid combat feel, systems with real depth, and long-tail replayability, its thin core will let you down. This was never a game built to please everyone; it has been selective by design from the first chapter, and it accepts being passed over by some.

Its in-house successor, It Takes Two, polished this forced-co-op philosophy into something sharper, with wilder, more inventive level design — and if you are simply after "something to play with a friend," that one is bigger and more complete, probably the safer pick. But A Way Out holds a thing the sequel does not, and no other game does either: it takes an entire run's worth of co-op trust, built by your own hands, and shatters it on the rooftop into a final reckoning. That turn only lands when a real person is sitting across from you — a friend who, moments ago, was breaking out of prison at your side. On that single count, nothing has reproduced it since. It is the one stone in this doomed escape you cannot pry loose.

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