

Walking into Summer Game Fest 2025, I anticipated the typical blend of intense trailers and eye-catching presentations. What I didn’t foresee was becoming utterly captivated by a stop-motion animated game centered on friendship and communication. *Out of Words*, the inaugural title from director Johan Oettinger and his team at Kong Orange, showcases something genuinely extraordinary in an industry frequently fixated on more grandiose, loud, and explosive engagements.
The game’s premise is deceptively straightforward, yet astonishingly relatable and moving. Players take control of Kurt and Karla, two best friends who unexpectedly find themselves whisked away to the enigmatic world of Vokabulantis after a moment of romantic tension leaves them literally speechless. Upon arriving in this peculiar realm, their mouths are entirely absent, compelling them to interact and tackle challenges purely through mutual cooperation and comprehension. Oh—and there’s a lovable new companion literally formed from their bond. There’s a great deal occurring here.
During my gameplay experience, the cooperative mechanics were both instinctive and emotionally impactful. It compels players to collaborate, and it’s this connection that renders everything remarkably fluid and distinctive. One particularly unforgettable moment situated both players within a colossal clay golem, with each controlling one of its gigantic hands as it attempted to pursue a tiny clay figure. It is both original and familiar, building on familiar concepts while introducing a co-op twist that necessitates communication. This kind of insightful metaphor permeates the experience, transforming what could have been straightforward puzzle-solving into something significantly more profound.
“Even from just watching the trailer for *Out of Words*, I was struck by how unique the game looked.”
While the gameplay does not revolutionize the genre, it provides enough for anyone to quickly grasp the essence of what’s transpiring. *Out of Words* achieves a fine equilibrium between accessibility and difficulty, allowing both newcomers and seasoned players to engage and uncover something extraordinary as they traverse the world.
Physics-defying puzzles necessitate genuine communication between players, whether they are exploring ancient catacombs or executing stunts amid the clay skyscrapers. One of the finest examples arises when players are tasked with manipulating gravity, requiring precise timing as one player falls normally while the other ascends towards the ceiling. These instances call for the type of unspoken comprehension that mirrors the game’s central theme: communication beyond words.
What truly resonated with me in *Out of Words* is the level of emotional depth the developers have infused into the experience, posing meaningful questions to the player without ever feeling like they are pushing a message or detracting from the gameplay. This isn’t a game about relationship-testing trials or competitive mechanics crafted to frustrate players. Instead, it emphasizes the real vulnerability that comes with expressing feelings for the first time. The *Alice in Wonderland*/*Wizard of Oz*–style descent that transports Kurt and Karla to Vokabulantis happens at the exact moment when they might have spoken something new to one another. It’s a metaphor that anyone who has struggled to articulate the right words will recognize instantly.
“*Out of Words* strikes a delicate balance between accessibility and challenge…”
Even from just viewing the trailer for *Out of Words*, I was impressed by how distinctive the game appeared. It intertwines the surreal, the humorous, and even the eerie into an experience that feels genuinely special, crafted by a team evidently thrilled to bring it to fruition. It very much resembles a passion project for everyone involved, and even from the brief time I spent with the game, I am eager to dive back in.
The technical accomplishment of translating stop-motion artistry into interactive entertainment cannot be emphasized enough. Cutscenes employ traditional stop-motion animation, while gameplay segments make use of those same handcrafted models to animate them through photogrammetry and light scanning. The seamless shift between these two techniques creates a unified visual language that feels both nostalgic and innovative.
*Out of Words* appears far more intricate than its charming exterior might imply. It tells a story about communication, vulnerability, and the bravery needed to express our most profound emotions. In a gaming landscape often ruled by conflict and competition, this lovingly crafted narrative offers something truly unique. When it debuts in 2026 for PlayStation 5, Xbox Series X|S, and PC via the Epic Games Store, it may redefine our expectations for cooperative gaming experiences, and I am keen for more people to engage with it and discover what it contributes to gaming.
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