A Way Out
4 documents in the library are about A Way Out, from writers such as The Game Business, Dataspelsbranschen and Extra Credits, the newest from 2026. Each has a summary and key insights with the page they come from.

A Way Out is a cooperative action-adventure game designed exclusively for two-player split-screen play, either locally or online. Each player controls one of two protagonists, Leo and Vincent, who form a reluctant partnership to break out of prison. Gameplay involves stealth, combat, driving, and environmental puzzle-solving, with both characters taking different cooperative roles in each situation. The game features a branching narrative that unfolds simultaneously for both players through its split-screen presentation.
- Released
- Mar 23, 2018
- Developer
- Hazelight Studios
- Publisher
- Electronic Arts
- Genres
- Adventure
- Platforms
- PlayStation 4, PC (Microsoft Windows), Xbox One
- Links
- Wikipedia
Game data from IGDB.com
Documents about A Way Out
Split Fiction’s Josef Fares on Clair Obscur success, AI fears and EA’s reputation
Josef Fares, the creative director of Hazelight Studios, emphasizes a philosophy of prioritizing creative vision over market data to drive game development.
- Hazelight Studios has achieved significant commercial success by prioritizing creative vision over market data, resulting in 27 million units sold for 'It Takes Two' and 12 million for 'A Way Out'.
- Josef Fares explicitly rejects taking Hazelight public, arguing that the pressure to satisfy stock market stakeholders forces companies to prioritize short-term financial gains over long-term creative quality.
- The studio maintains a staff of approximately 80 employees and operates under a co-op-only design philosophy that intentionally avoids risk-averse, data-driven decision-making.
Split Fiction’s Josef Fares: “I would not be able to live without AAA titles”
Hazelight Studios director Josef Fares emphasizes the necessity of maintaining a diverse gaming landscape, arguing that the industry requires both high-budget AAA blockbusters and smaller-scale titles.
- Hazelight Studios has achieved significant commercial success with its co-op-only titles, selling 12 million units of 'A Way Out' (2018), 27 million units of 'It Takes Two' (2021), and 4 million units of 'Split Fiction' within its first two months of release.
- Josef Fares explicitly rejects taking Hazelight public, arguing that the pressure to satisfy stock market financial expectations forces studios to make poor creative decisions.
- Fares advocates for a balanced industry ecosystem, warning publishers against abandoning AAA development in favor of a singular focus on AA titles despite the recent success of games like 'Clair Obscur: Expedition 33'.
Swedish Game Developer Index 2019
The Swedish game industry achieved record-breaking performance in 2018, characterized by a 33 percent revenue increase to EUR 1.87 billion and a 48 percent surge in total employment, reaching 7,924 staff members.
- The Swedish games industry experienced significant growth in 2018, with a 33% increase in value to EUR 1.87 billion, marking its tenth consecutive profitable year with total profits exceeding EUR 335 million.
- The industry is expanding, with 41 new companies and over 600 new employees added in Sweden in 2018, an increase of 12% in new companies.
- The corporate landscape has shifted, with seven companies now having revenues over EUR 100 million; Embracer Group, after acquiring Koch Media, is the largest Swedish games company, surpassing previous dominators Mojang and King.
Games You Might Not Have Tried - ep 14 - Mechs, Monsters and More! - Extra Credits
This analysis examines a curated selection of video games chosen for their unique design contributions, innovative mechanics, or unconventional approaches to established genres.
- Designers can successfully innovate by prioritizing specific core mechanics—such as moral decision-making in Frostpunk or time-loop puzzles in Minit—over broad market appeal.
- Games like Hunt: Showdown demonstrate that integrating high-stakes permadeath and PvE elements can create unique tension within the established battle royale genre.
- Complex, legacy-style mechanical depth remains viable in modern gaming, as evidenced by the success of the tactical combat in Tower of Time and the systems in BattleTech.