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A Way Out Review (2026): One Of The Best Co-Op Crime Games Ever Made?

  • Writer: Niels Gys
    Niels Gys
  • 12 minutes ago
  • 7 min read

Verdict

Buy it.

Not because it's the deepest crime game ever made.

Not because it lets you build a criminal empire, rob banks for profit, run drugs across state lines, bribe politicians, or become the sort of person who gets investigated by three government agencies before breakfast.


Buy it because A Way Out is one of the best co-op experiences ever made.

It understands something many games somehow forget.

Two players doing something together is inherently fun.


So instead of burying that idea beneath crafting systems, battle passes, seasonal currencies, and enough menus to launch a satellite, Hazelight built an entire game around two people escaping prison and trying not to get killed.


The result is a crime thriller that still feels surprisingly fresh years later.

Not perfect.

But memorable.

And these days that's worth more than another open world full of collectible mushrooms.


Before you disappear into a prison laundry room with a stolen wrench and questionable life choices, check this week's GTA Online Weekly Grind. Rockstar changes the criminal economy more often than some governments change policies, and there's usually money being left on the table.


If A Way Out has you craving bigger scores, our Payday 3 review, Best Heist Games list, and Games Like GTA guide are waiting on the other side of the tunnel.




Quick Answer

Is A Way Out worth playing?

Yes.

If you have someone to play with, absolutely.


Is it a crime game?

Yes.

You play as two convicted prisoners who escape prison, evade law enforcement, commit crimes, and pursue revenge against a criminal antagonist.


Is it a heist game?

Not really.

The prison escape has strong heist energy, but this is a story-driven crime thriller rather than a sandbox robbery simulator.


Can you play solo?

No.

The game requires two players.



What A Way Out Actually Is

A Way Out is a cinematic co-op action-adventure from Hazelight Studios, the team that would later create It Takes Two.


You play as Leo and Vincent.

Both are prisoners.

Both want out.

Both have reasons for being behind bars.

And both discover that escaping prison is significantly more complicated than Hollywood usually suggests.


The game follows their breakout, their time on the run, and their pursuit of the man responsible for ruining their lives.


It's structured like a crime movie.

A surprisingly good one.

The kind that keeps introducing new situations before you've had time to get bored.


One moment you're sneaking through a prison workshop.

The next you're hiding from police.

Then you're driving through a chase sequence.

Then you're fishing.

Then you're in a shootout.

Then you're arguing over whether a wheelchair-bound old man deserves to lose at Connect Four.


The game constantly changes gears.

Somehow it mostly works.



What You Actually Do

The biggest mistake people make when looking at A Way Out is assuming it's a stealth game.

Or an action game.

Or a puzzle game.


It's all of them.

And none of them.

The real gameplay is cooperation.


Every mechanic exists to force communication between players.

You'll distract guards.

Coordinate escape plans.

Climb obstacles together.

Time actions.

Solve environmental puzzles.

Escape police.

Fight inmates.

Drive vehicles.

Participate in shootouts.

And occasionally waste ten minutes messing around with optional minigames because your friend has become emotionally invested in beating you at darts.


The split-screen presentation is still brilliant.

Even when playing online.


One player might be talking to an NPC while the other is exploring.

One might be hiding while the other creates a distraction.


The game constantly reminds you that there are two stories unfolding simultaneously.

It feels surprisingly natural.

Which is impressive considering split-screen gaming has largely been treated by modern publishers like an embarrassing family secret.



The Crime Fantasy

This is where expectations need adjusting.

A Way Out is absolutely a crime story.

But it isn't a crime sandbox.


You commit crimes.

You escape prison.

You steal.

You fight.

You evade law enforcement.

You become fugitives.


But you never build a criminal career.

There are no skill trees.

No criminal economy.

No reputation systems.

No gang management.

No black markets.

No wanted levels.

No opportunity to become the kingpin of anything except perhaps poor decision-making.


Everything is scripted.

The story decides where you go.

The story decides what crimes happen.

The story decides how events unfold.


That sounds restrictive.

And it is.

But it also allows the game to maintain momentum.

Instead of wandering around looking for content, you're constantly moving through it.

The game never has time to become boring.



Is The Prison Escape Good?

Yes.

Very.

The prison break remains the strongest section of the entire game.


Smuggling tools.

Avoiding guards.

Creating distractions.

Coordinating plans.

Waiting for opportunities.


The whole sequence feels like a playable prison escape movie.

Not a realistic prison escape movie.


Nobody involved appears particularly interested in workplace security standards.

But it's tense, entertaining, and cleverly designed.

The escape itself is worth the price of admission.



What The Game Does Well

The Co-Op Design

This is the reason people still talk about A Way Out.

Everything revolves around two players.

Not two players doing separate things.

Two players doing things together.


Modern co-op games often feel like single-player games awkwardly sharing a room.

A Way Out feels designed from the ground up for partnership.

That distinction matters.



Variety

The game changes constantly.

Some mechanics barely stay long enough to wear out their welcome.

This keeps the pacing remarkably strong.

Just as one activity starts running low on fuel, another appears.



The Story

The writing won't win literary awards.

But it doesn't need to.

The story is focused.

The characters are memorable.

The stakes are clear.


And the ending remains one of the most discussed moments in co-op gaming for a reason.

Whether you love it or hate it, you're unlikely to forget it.



Friend Pass

Still one of the smartest ideas in multiplayer gaming.

Only one player needs to own the game.

An industry filled with companies trying to charge €20 for a cosmetic hat somehow stumbled into a genuinely consumer-friendly idea.

A rare sight.

Like spotting a unicorn filing its taxes correctly.



What The Game Does Badly

The Mechanics Are Shallow

Almost every individual mechanic is basic.

Shooting is basic.

Driving is basic.

Stealth is basic.

Combat is basic.

Puzzles are simple.


None of these systems would survive scrutiny if they had to carry an entire game.

Fortunately they don't.

The constant variety hides their limitations.



Limited Replayability

Once you've finished A Way Out, you've largely seen what it has to offer.

You can swap characters.

Replay chapters.

Earn achievements.

Experience scenes from a different perspective.


But this isn't Payday.

You're not returning for your five hundredth run.



Some Sections Feel Dated

Certain action sequences haven't aged quite as gracefully as the rest of the game.

Nothing disastrous.

But occasionally you'll encounter mechanics that feel very much like products of their era.



Community Consensus

The overall verdict from players has remained remarkably consistent.

People love the co-op experience.

People love the prison escape.

People love the split-screen presentation.

People love sharing the journey with a friend.


The most common criticisms focus on:

  • shallow gameplay systems

  • short length

  • limited replay value

  • occasional technical frustrations

  • EA account requirements


Very few people finish A Way Out and regret playing it.

Most finish it and immediately start recommending it to friends.

That's usually a good sign.



Performance, Bugs, And Technical Issues

The game is generally stable on modern hardware.

The biggest complaints tend to involve EA account integration rather than performance itself.

Because apparently every game launcher now arrives attached to another launcher like some kind of administrative Russian nesting doll.


Most players won't encounter major technical problems.

But account setup can occasionally be more irritating than any prison guard in the actual game.



Who Should Play A Way Out?

Play it if you:

  • enjoy co-op games

  • like crime stories

  • enjoy prison break movies

  • want a memorable weekend experience

  • have a reliable gaming partner


Especially if you've already played It Takes Two and want to see where Hazelight's obsession with cooperative design began.



Who Should Skip It?

Skip it if you:

  • only play solo

  • want open-world freedom

  • want deep criminal systems

  • want a long RPG

  • want endless replayability


If your ideal crime game involves planning robberies, laundering money, building criminal empires, and generally behaving like an economic disaster in human form, A Way Out isn't that game.


CRIMENET survives on caffeine, poor financial decisions, and readers who enjoy crime games enough to keep the lights on. If this review saved you from wasting money or convinced you to spend it wisely, the Ko-fi tip jar is open.


https://ko-fi.com/crimenetgazette


For more underworld intelligence, join This Week in CRIME. Every week we dig through the industry's nonsense, expose terrible updates, find worthwhile money-makers, spotlight villainy worth celebrating, and deliver the criminal briefing straight to your inbox.



Final Verdict

A Way Out succeeds because it knows exactly what it wants to be.

A prison break.

A crime thriller.

A co-op adventure.


Nothing more.

Nothing less.


It never tries to become an open-world sandbox.

It never chases live-service trends.

It never demands hundreds of hours of your life.

It simply tells a focused crime story and gives two players a reason to talk, cooperate, argue, laugh, and occasionally yell at each other during chase sequences.


The mechanics are shallow.

The replay value is limited.

Some sections show their age.


None of that stops it from being one of the most memorable co-op games of the last decade.

That's a rare achievement.

Prison is full of people who would kill for an escape this good.


Excellent co-op crime thriller.

Limited depth.

Easy recommendation.

Worth playing.



FAQ

Is A Way Out a crime game?

Yes, but it is a scripted crime story rather than a crime sandbox. You play as two prisoners escaping prison and going on the run, but there are no deep criminal systems.


Can you play A Way Out solo?

No. A Way Out is designed for two players and requires co-op.


Can you play as a villain in A Way Out?

Not really. You play as criminals, but the game does not offer villain roleplay, evil choices, or an evil route.


Is A Way Out a heist game?

Only loosely. The prison escape has heist-like teamwork, but the game does not have proper heist planning, loot systems, crew builds, or repeatable robberies.


Does A Way Out have open-world crime?

No. It is a linear cinematic co-op adventure.


How long is A Way Out?

Most players should expect around 6 to 8 hours, depending on pace, minigames, and exploration.


Is A Way Out worth playing in 2026?

Yes, if you have a co-op partner and want a short cinematic crime thriller. No, if you want deep criminal freedom or solo play.


 
 
 

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About Me
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I’m Niels Gys. Writer, gamer, and professional defender of fictional criminals. On screen only. Relax. I front JETBLACK SMILE, a rock ’n’ roll band from Belgium that sounds like bad decisions set to loud guitars. Turns out the mindset for writing about crime, chaos, and villain energy translates surprisingly well to music.

Here I run CRIMENET GAZETTE, a site dedicated to crime, heist, and villain-protagonist games, movies, and series. Not the wholesome kind. Not the heroic kind. The kind where you rob banks, make bad decisions, and enjoy every second of it.

CRIMENET exists because too much coverage is polite, bloodless, and terrified of having an opinion. Here, villains matter. Criminal fantasies are taken seriously. And mediocrity gets mocked without mercy.

I don’t do safe scores or corporate enthusiasm. I do sharp analysis, savage humor, and verdicts that feel like charge sheets. If something nails the fantasy of being dangerous, clever, or morally questionable, I’ll praise it. If it wastes your time, I’ll bury it.

CRIMENET isn’t neutral. It sides with chaos, competence, and fun.
Think less “trusted reviewer,” more “your inside man in the digital underworld.”

I’m not here to save the world.


I’m here to tell you which crimes are worth committing. 🤘

THIS WEEK
IN CRIME.

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No corporate fluff. No fake hype. Just the underworld report.

THIS WEEK
IN CRIME.

Weekly briefings on crime games, villains, heists, industry disasters, and digital chaos.

No corporate fluff. No fake hype. Just the underworld report.

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