If you’re a fan of co-op platformers like It Takes Two and Split Fiction, Out of Words should absolutely be on your radar. This 2D platformer stars two teenagers, Kurt and Karla, whose friendship becomes strained when one of them is moving away. Somehow, they’re transported to a bizarrely idyllic but dangerous fantasy world with their mouths erased. I played 30 minutes of the game’s second chapter during Summer Game Fest Play Days, and while the game’s stop-motion aesthetic drew me in, the clever cooperative platforming mechanics kept me hooked.
It’s appropriate that my demo session with the game’s creative director was in relative silence. That winds up being an endorsement of the game’s design because, despite not communicating much, we intuitively tackled the game’s entertaining cooperative physics challenges. The sequence begins as my partner and I sprint and leap across beautiful grassy plains as strange, furry creatures follow and imitate our actions, like jumping, and it ends with us diving into the ocean.
This underwater segment shows off the first of the game’s co-op mechanics. To avoid drowning while navigating raging currents, we have to stick close together to allow an air bubble to surround us; swim too far apart, and the bubble breaks. One tricky section later in the chapter became my favorite, as it called on both of us to separately explore mossy terrain on the ground, the ceiling, and the walls, by passing a blue, stingray-like creature back and forth that allowed the holder to defy gravity. Switching between platforms above and below by passing the creature like a baton at the right times is a challenging yet entertaining test of our trust and coordination. I got the biggest kick out of overcoming a lengthy gap by repeatedly passing the vital critter to keep each other from falling to our deaths. It’s probably the best (and least painful) trust fall exercise I’ve ever experienced.
Out of Words is also an artistic juggernaut thanks to its hand-crafted aesthetic and animation, which is brought to life using traditional stop-motion techniques. I even got to meet and take a photo with an in-game model for one of the game’s creatures (posted above). Seeing the detailed sculpture in person certainly raised my appreciation for the insane artistry and work that’s gone into bringing Out of Words to life. That respect, combined with the fun gameplay, makes me excited to phone up a buddy to see how Kurt and Karla escape their strange predicament when the game launches early next year.

