To know something's name is to understand it, at least a little. In Big Walk, many things remain unnamed, encouraging players to forge their own language and understanding. While familiar elements like trees and mountains are recognizable, players will develop unique names for objects like red, peanut-shaped "beans" essential for bean towers, the underground "backrooms" tunnel system, and the glowing "orbs" that illuminate the world, distinct from the ominous "Big Orb" looming in the distance. Big Walk is a co-op-only puzzle adventure that thrives on shared experience and the emergent language players develop to decipher its cleverly designed open-world puzzles. Its ingenious approach to communication limitations sets it apart from other multiplayer titles.

The fundamental puzzle in Big Walk is communication itself. Players begin in a rudimentary space with climbable structures and control diagrams. Crucially, no explicit objective is given. Initial interactions involve experimenting with controls, often arm gestures, and observing shadows. The game then transitions to a vibrant, lifelike world with lush foliage and beaches, a stark contrast to the charming, ball-like characters featuring googly eyes, stick arms, and twig legs. This juxtaposition highlights the game's playful tone.

Upon venturing out, the lack of a clear objective becomes apparent, leading players to simply explore. Communication is primarily handled through proximity-based voice chat, meaning sound is muffled by obstacles and echoes in large spaces. If a player strays too far, they become inaudible, reinforcing the cooperative nature of the game, which is impossible to play solo. Big Walk supports up to 12 players, with puzzle adjustments for groups of two, three, or four-plus. The proximity chat limitation is expertly integrated, forming an essential part of the experience.

Early puzzles often involve discovering the function of objects through trial and error. For instance, a group might find a button on a cliffside platform that, when pressed, reveals a red bean in a box. The challenge then becomes transporting this bean back to a bean tower, fostering a nascent understanding of the game's mechanics and objectives. These initial tasks serve as tutorials, teaching players about the world and their role within it, and are the genesis of their shared language.

Each section of the map is designed to encourage collaborative building and the development of unique communication methods. Across multiple sessions, a core group of three players spent nearly 20 hours exploring. The game allows for easy drop-in and drop-out play, but a significant drawback is that save files are tied to the original host. This means companions cannot continue a game without the host, potentially by design to encourage consistent groups, but frustrating for players wanting to jump in independently.

Big Walk features a day-night cycle that introduces different communication challenges. Losing essential tools, like flashlights or walkie-talkies, can lead to players getting lost in the dark. While movement can sometimes be imprecise and players may get stuck, these mishaps often enhance the game's impact rather than causing frustration.

Puzzles are typically housed in large, colorful structures and range from simple tasks like tossing an orb into a hoop to more complex mechanical challenges requiring precise platforming. One notable puzzle involves a player wearing a "blindfold" (a gold headpiece obscuring their vision) who must navigate an obstacle course guided solely by their teammates' verbal instructions. These challenges do not follow a strict progression, allowing players to tackle them in any order. While some are difficult, they are designed to be solvable with the tools provided, avoiding a steep learning curve.

Other inventive puzzles include relaying musical jingles to match them to stereos or coordinating synchronized button presses across distant platforms. When limited by available tools like walkie-talkies, players resorted to creative solutions such as using laser pointers for countdowns or arm gestures for silent communication, developing a personal body language cipher. These puzzles are consistently sharp and enjoyable.

Successfully completing puzzles rewards players with red beans, which are deposited into bean towers. Accumulating enough beans unlocks new areas or functions, like operating a stalled train or a chair lift, reinforcing the idea that discoveries are player-driven.

Big Walk's puzzles are consistently well-designed and engaging. The use of proximity chat creates a unique and intimate problem-solving experience, making players feel as if they are physically present together in the virtual space. While many co-op games focus on social interaction, Big Walk's emphasis on communication as a core mechanic feels remarkably fresh. In a genre that often elevates individual characters, Big Walk elevates relationships and language as the true superpowers.

The spaces between puzzles are also a source of enjoyment. Moments of spontaneous exploration, like getting lost with walkie-talkies in hand, can lead to unexpected adventures. A flare shot in the distance can guide lost players back to their group, who might be waiting at a puzzle, with the bean acting as a reward akin to a pot of gold.

Big Walk prompts reflection on the power of names and language, drawing parallels to Robin Wall Kimmerer's "Braiding Sweetgrass." The game's opening can feel disorienting, much like being in a foreign city without understanding the signs. However, as players develop their own language and understanding of the world, the game transforms into a special, shared experience built with friends.