Big Walk is a co-op puzzle-adventure game that supports up to 12 players, though the developers suggest three or four is ideal. The game mandates the use of its built-in proximity chat, largely to control when players can communicate. This restriction forces players to develop their own communication methods for solving puzzles. For instance, in one situation, players were separated by soundproof glass, necessitating non-verbal cues. A simple gesture of flailing arms, initially used to signify agreement, was later repurposed, leading to confusion when it was also used to signal disagreement or error. This led to the development of new communication strategies, such as more elaborate gesturing or counting by raising arms, to convey more complex ideas.

Exploring and Solving Puzzles

The core gameplay loop involves exploring a mysterious island to find and solve puzzles. These puzzles typically require players to collect items called 'nubbins' to fill towers, ultimately allowing access to a mysterious black orb. Once a puzzle is located, its objective is usually clear, but solving it hinges on effective communication. Many puzzles involve matching symbols, where one player might see the correct placement and must relay this information to teammates who cannot see or hear them directly due to distance or soundproof barriers. The challenge lies not just in understanding the puzzle's mechanism but in devising a system to non-verbally transmit crucial information. Players are encouraged to create their own communication codes, leading to memorable and often improvised solutions.

One notable puzzle involved players in separate rooms with booths playing musical phrases. Teammates outside the soundproof room, equipped with speakers corresponding to the loops, had to match them to the correct booths. The player inside, unable to communicate verbally, used arm movements synchronized with the rhythms to guide their companions. This created a unique, albeit peculiar, form of collaborative performance.

The Thrill of Exploration and Reunification

Big Walk also features an exploration element that adds tension. While there are no hostile creatures, the environment itself presents challenges. Nighttime significantly reduces visibility, and the terrain can be difficult to traverse, requiring careful platforming. Players can easily become separated, especially if they haven't found useful items like walkie-talkies. The fear of being isolated and unable to communicate one's predicament, such as falling into a deep hole in pitch darkness, is a palpable anxiety. Conversely, the joy of being reunited with the group after being lost provides a significant thrill, often accompanied by exuberant, if sometimes miscommunicated, celebrations.

The game culminates in an ending that was significant enough to make it a potential Game of the Year contender for one reviewer. To fully appreciate Big Walk, it is recommended to gather a dedicated group of friends. A full playthrough, without aiming for 100 percent completion, took approximately 12 hours for a group of three. The game is available on Steam, and players are advised to commit to the voice chat restrictions and cooperative spirit to get the most out of the experience.