
Hang out and get lost with close friends in a big world. A cooperative online walker-talker from the creators of Untitled Goose Game.
Most likely between $9.6M and $27.1M. On 8 games checked against developer-reported sales, our median error is 11%. How we estimate →
| Store | Price | Score | Revenue · chart |
|---|---|---|---|
| Steam | $19.99 | 96% | approximately $15.9M |
| PlayStation | $19.99 | 91% | — |
| Nintendo | $19.99 | — | — |
Matched by title. Prices and chart positions are each store's US storefront; Epic charts worldwide. * critic score.
Reviews
Themes across 3196 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
[i][h1]it wasnt story about walking, but about importance of walking and sharing your [b]big walk[/b] with someone who truly knows how to appreciate your step.[/h1][/i] many gamers are used to diving into projects like this in big parties and named it as [i]friendslop[/i], but i feel that this game truly reveals its essence when played as a duo. its easy to lose sight of what matters in crowd, but when its just the two of you - [b]Big Walk[/b] turned out to be not about puzzles, but about an amazing psychological experience. it was like mirror - it brings everything out: ability to listen, respect for others boundaries, understanding someone elses silence and trust without needing to say much. it can bring old fears and triggers, scare you with huge island, but in the end it can give you such an unforgettable sense of inner soft peace and tenderness thats i havent feel in games for many-many years. [b]but Big Walk wont entertain you if theres emptiness between us.[/b] thats why only if you go there with right and reliable person - someone with who you can playfully hugs to feel safe in scary tunnels, laugh by at shore at sunset and then simply allow yourselves to be silent together in mid of walk - this game will turn into healing and really grand [b]big walk[/b]. [i][h3]so if the game felt boring to you, maybe its not about the game, but about who you are playing it with.[/h3][/i]
[h1]A Walk Too Long[/h1] I've been following Big Walk ever since Geoff Keighley once again trolled us into thinking this was Silksong when it was announced many years ago. This game should never even be in the conversation for a GOTY nomination. [h3]Open World and Exploration[/h3] Why is this game open world? That's easily the biggest problem of the game. Big Walk being an open-world game has absolutely no positive effect on the experience. Instead, it turns the whole adventure into a complete slog. If you are going to take inspiration from The Legend of Zelda: Breath of the Wild and make an open-world puzzle exploration game, you have to make the walking between puzzles interesting and fun. You also have to provide actual challenges between them. Instead, the biggest challenge during traversal is your character constantly colliding with tree branches and little rocks, which gets very annoying. The rest of the time, you are just holding W mindlessly until you reach the next puzzle. I don't want to be chatting with my friends in your needlessly huge, empty and extremely boring open world. I can do that any other time. I want to solve puzzles, go on an interesting adventure with my friend and explore. What am I supposed to talk about in this lifeless world? Real-life issues? There aren't even animals in this huge world, lmao. https://steamcommunity.com/sharedfiles/filedetails/?id=3782108232 The traversal options are terrible as well. Both the cable car and the train have to be some of the most useless vehicles I have ever used in a game. You're better off sprinting than riding any vehicle and that's not a joke. The map you're carrying should also show the puzzles you've already completed. [h3]Puzzle Design[/h3] The game itself is very easy. Once you've completed around five puzzles, you've already seen almost everything the game has to offer challenge-wise. It gets even funnier when the final boss-like puzzles are actually easier than many of the earlier ones. Don't get me wrong, we had fun with some of the puzzles. But about half of them are either more of the same or extremely similar. The key mechanic that you repeat around five times is a good example. It was fun the first time, but why not evolve it into something more interesting later on? Nope. There are also some genuinely bad puzzles. One literally asks you to sit in a room for five straight minutes. (I even heard there's another one that lasts around thirty minutes.) Another is basically a fetch quest where you have to find twenty tiny objects scattered around the area and randomly place them into a wall. [h3]Audio and Atmosphere[/h3] There is basically no music. Not even while riding the train or the cable car. If you want music, you have to carry a music player with you. The problem is, you also have to carry items that actually matter for puzzles, so nobody ends up carrying the music player. We probably listened to music for less than two minutes during our 10+ hour playthrough. The rest of the adventure is just silence and footsteps. Another bad decision by the developers. Didn't you guys learn anything from Death Stranding? https://steamcommunity.com/sharedfiles/filedetails/?id=3782108347 The day and night cycle is also completely pointless and honestly annoying. There is no reason for it to exist because it adds nothing to the game's design. Instead, it becomes frustrating because nights arrive quickly, visibility becomes terrible, exploration slows down, and it simply wastes your time. [h3]Graphics and Optimization[/h3] They clearly aimed for photorealistic visuals, but the render distance is terrible. Everything close to you looks decent, but anything at medium or long distance looks awful. The game should look much better considering how badly it runs. Why is there no upscaling or frame generation? You guys seem lazy when it comes to optimization. Those technologies exist exactly for games like this. To sum it up, technically, the game both looks and runs like ass. [h3]Final Thoughts[/h3] The We Were Here series easily clears this game as a coop puzzle experience. Even if Big Walk had been a linear puzzle game, We Were Here would still have been the much better experience. But with this nonsensical semi-open-world design, and many other issues it's not even close. [h1]BRONZE MEDAL[/h1] Follow My [URL=https://store.steampowered.com/curator/40523765-Bearsonal/]Curator Page For More Reviews ⚜️
I've been struggling to put into words what this game expresses in such loving detail, and I think that's the point. Big Walk is a game about all the love that you can't put into words for people you've met across the internet. Whether it's the little space you've carved for your best friends, or the time you and an enemy sat side by side in a TDM, House House wants you to remember it all and realise that even when we're hundreds of miles apart, it's in our nature to see someone else across that gap, and wave.
I absolutely loved every aspect of this game. It’s been a while since a game made me feel this genuinely wholesome and happy. It reminded me to appreciate the little things in life, the people around me, and most importantly, the friends who make everything better. I’m so glad I played this. Thank you to everyone who made this game — it’s something I’ll remember for a long time.
什么时候能把打开以后的这个界面换成暗色背景呀;;
Hard to believe that it's not some sort of industry plant. -Puzzles feel like they are designed for a mentally challenged 5yo kid, not fun at all. -Graphics and optimization both horrendous. You are walking around with your friends just to find single colored sloppy structures that probably took 30 minutes max to design. -Since puzzles are the only feature in the game and only feature they have is bad, "having fun time walking and talking with friends" , "getting lost is FUN" became the advertisement material. And funny enough, neither walking or talking is fun, game has single Master Volume bar so you can't change your friends voice levels. Mic adjustment are terrible. And if you are planning to walk around and enjoy the journey, be ready to get blocked by tiny pebbles on the road lol. Overall if this was a game that just dropped with couple threads in social media instead of pumped ads like "it took them 6 years to make such masterpiece, new genre of gaming, friendslop killer, GOTY etc." on every big gaming account all over my feeds, it could've been something to spend your free time w/ your friends. But its extremely underwhelming for this much hype.
I think one of the PEAK devs said it best: Big Walk isn't friendslop, It's friendsmaxxing. I think my favorite puzzle so far is [spoiler]the empty room.[/spoiler] There are so many different challenges in this game, but this one in particular made me remember why I love my friends so much. [spoiler]They were just jerking it in a corner for like 2 minutes. All of them.[/spoiler] It was fantastic. 12/10, go have fun with your friends
Это реально глоток свежего воздуха для тех, кто устал от одинаковых коопов. Игра дарит кучу эмоций и предлагает вообще новый опыт, хоть и не обошлось без мелких косяков. [h3] Вместо микрофона — руки [/h3] Самая пушка здесь — это общение жестами. Никакого привычного войс-чата, только язык тела. Это выглядит мега-прикольно и свежо. Вы будете постоянно попадать в угарные ситуации, пытаясь буквально на пальцах объяснить другу, куда ему идти и что делать. [h3] Что по загадкам? [/h3] Головоломки тут залипательные, заставляют и мозг включить, и поработать в команде. Ближе к концу игры механики начинают немного повторяться, но общее впечатление от исследования мира это вообще не портит. Бегать и разгадывать тайны все равно интересно. [h3] Закрыл на 100% без гугла [/h3] Огромный плюс игры в том, что её [b]реально пройти на все 100% вообще без гайдов[/b]. Не нужно сидеть на YouTube или читать подсказки. Достаточно просто внимательно изучать мир и капельку подумать головой — всё логично и проходится на одном дыхании. [h3] Главная боль: Камни и ветки [/h3] Единственное, что реально бесит — физика ходьбы. Персонаж умудряется спотыкаться буквально обо всё подряд: о каждую корягу и любой мелкий камень. Ловите лайфхак для сохранения нервов: просто передвигайтесь постоянными прыжками. Так и быстрее, и спотыкаться не будете. [h3] Коротко о главном [/h3] [b] Плюсы: [/b] Необычные жесты, залипательные загадки, красивые локации, честные 100% без гайдов. [b] Минусы: [/b] Персонаж спотыкается на ровном месте, под конец есть самоповторы. [b] Итог: [/b] 9 прыгающих человечков из 10. Хватайте друзей и идите пробовать, оно того стоит!
I cannot fathom how this was in development for six entire years. For a game built around walking and talking, both mechanics feel underbaked. Thanks to no audio sliders, you cannot hear your friends beyond a range of about four meters. You cannot tell me this is intentional. Unless you travel glued together in a clump, you cannot speak to them whatsoever. This means you spend most of your time completely isolated, as you backtrack across the map, watching your inaudible friends 7.01 meters in front of you also struggle to tackle the strangely sticky terrain with their toolbox of an anaemic jump and an egregiously slow walk speed. Not that you would have anything to talk about, anyway. The world is a homogenous expanse of forgettable terrain, with some random brightly coloured buildings pasted on the map here and there. There are no animals, or any form of stakes whatsoever. There are no interesting physics based items to troll your friends with, and even if there were you can't die or lose progress. I recognise this is intentional, and the game is designed to be very chill, but it made the game so boring. I don't think the scenery, graphics, or sound design is strong or varied enough to justify the game solely being a walking sim; especially when traversing is so uninteresting. There is no climbing, no real sense of exploration - as you end up sliding off terrain that looked entirely walkable whilst looking for shortcuts, and the map is gated off by key. I would much rather face more creative puzzles that actively engage with the terrain, water, platforming or even mazes, when unlocking sections of the map. Some people say the fun is when your group meets back up after splitting up, and retell stories of your adventure, 'holding back laughter'. What laughter? If you're not too mesmerised to speak by the outrageously large crosshair sitting in the centre of your screen, your conversation will go as follows - 'Yeah I held a button down for about 4 and a half minutes whilst Jimbob, entirely out of earshot, walked to a lit up location and collected an item'. What a right barrel of laughs. Whilst the puzzles may very well get harder further into the game, the initial puzzles were blindingly obvious to a degree that was almost insulting. There was no sense of gratification to being the first to solve them. I spent 40 minutes clearing through the opening section and beyond, and about 10 seconds of that was spent actively figuring out how to solve the puzzles. You can ease your player base into the core gameplay loop whilst still respecting their time and without treating them as simpletons. It genuinely feels like a game designed for top of the bell curve redditors. 'Me and muh awesomerino wife and kiddo played this and WOW what a heckin' wholesome chungus experience wowowow GOTY!!!'. I think after a few patches (especially with regards to performance, I have a 2080ti and i9 and it ran quite poorly), it will be worth grabbing on sale. I don't really get the current glaze status for this game, if you want to talk with your friends whilst doing BS just play some miscellaneous roblox games for free.
逐梦猪猪队的旅行,并未结束 跟随领航员到处收集葫芦,互相坑一坑,玩玩小笨蛋解密,快乐的时间过得好快!