The Ultimate 2026 Multiplayer Game Review: Player Verdicts Analyzed
Reviewer’s Log: Day 1
Today marks my first expedition into a brand-new digital landscape! I’ve been assigned to investigate Big Walk, an upcoming cooperative title crafted by House House, the brilliant minds behind Untitled Goose Game. Diverging from the recent trend of multiplayer experiences driven by shared exasperation, Big Walk instead cultivates cozy, relaxed get-togethers within an environment brimming with gentle riddles that heavily rely on precise communication among companions. Fortunately, I won’t be navigating this frontier alone. My esteemed colleagues Julia Lee and Johnny Yu—seasoned navigational veterans of the Peak mines—are accompanying me. Can our trio successfully collaborate to unravel the mysteries of this peculiar realm? I have no doubt everything will go swimmingly. —Giovanni Colantonio
I materialize into this domain not amidst a sprawling countryside, but rather inside an elongated corridor. Strolling into the adjacent chamber, I discover a spacious recreational zone complete with a slide and a climbing frame. Hearing Julia approaching down the hallway, I creep forward to surprise her, only to be utterly startled myself. What exactly is she? Do I genuinely resemble that? Moments later, Gio steps into the room. Indeed, the three of us appear to be bizarre hybrids of an insect, a duck, and a pretzel stick. We look delightfully eccentric… yet it’s growing on me. We’re simply whimsical, brightly colored snowmen equipped with legs, embarking on a leisurely stroll! —Johnny Yu
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Upon taking our initial steps, I am instantly captivated by the vast openness of the environment. It exudes the organic atmosphere of an Elder Scrolls map, yet is punctuated by vibrant, primary-colored structures that resemble playground plastic. This striking contrast makes plotting a course effortless as we single out inviting destinations from a high vantage point. Even if one of us wanders beyond the limited range of the sensitive proximity chat, we can always rely on prominent landmarks visible through the canopy to regroup. —GC
Spearheading our departure from the tutorial zone, I suddenly realize I can no longer hear Julia and Gio. I pivot around, wildly waving my arms and leaping into the air in hopes they might spot me. Miraculously, it works. While the operating range of Big Walk‘s proximity chat is quite restricted, the limitation feels entirely purposeful. You aren’t always meant to hear your fellow pretzel companions, forcing you to rely on expressive body language instead. You can flail your arms, offer a friendly wave, or even pound the earth to signal your auditory pleas for assistance. No matter the technique, your hands invariably rise toward the heavens the moment you reunite with friends or conquer a challenge—though I genuinely wish we could applaud. —JY
We soon stumble upon our inaugural puzzle. A peculiar crimson shape dangles beneath a blue framework, yet it rests just beyond our reach. Someone recalls that players can actually pick each other up! Eureka! Following a brief scramble, I find myself perched atop a human totem pole, stretching toward a switch. I shout downward to direct our foundation on how to maneuver directly beneath the button. After some clumsy coordination on my part, we finally synchronize our efforts. I press the mechanism, releasing the clamp and dropping the object below. Splendid! Now, what on earth is this thing anyway? —GC
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<div class="responsive-img image-expandable img-article-item" style="padding-bottom:56.25%" data-img-url="https://static0.polygonimages.com/wordpress/wp-content/uploads/2026/07/big-walk-red-object.jpg" data-modal-id="single-image-modal" data-modal-container-id="single-image-modal-container" data-modal-caption='"Image: House House\/Panic via Polygon"'>
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<img width="1300" height="731" loading="lazy" decoding="async" alt="A character holds a red object in Big Walk." src="https://static0.polygonimages.com/wordpress/wp-content/uploads/2026/07/big-walk-red-object.jpg?q=70&fit=crop&w=1300&dpr=1" class="img-brightness-opt-out">
</picture><small class="body-img-caption">Image: House House/Panic via Polygon</small></figure>
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This bulbous red artifact… I feel a sudden maternal instinct toward it. Is it a makeup sponge? A dog chew toy? A gourd? I give it a shake, and it rattles faintly, though there isn’t much interior space for whatever resides inside to generate sound. I officially declare it my “baby,” given that its segmented silhouette mirrors our own segmented forms. I must gather more babies. Though I should probably refrain from vigorously shaking them if I intend to call them my children. —Julia Lee
Further trials await us. I find myself trapped inside a chamber covered in symbols only I can perceive, forcing me to relay their appearance to my companions outside, who must arrange matching cards in the correct sequence. Later, we stumble upon a heavy sphere that requires a relay-race approach to transport into a designated hole. At another point, we unearth an authentic basketball hoop, demanding that we sink enough shots to liberate a baby. Every challenge we encounter feels distinct, continually reinventing team communication. It’s akin to exploring a massive escape room stretched across an open world. Debating prospective solutions proves just as entertaining as executing them. —GC
A multitude of gadgets and utilities are scattered across this expansive island to aid our progress. Flashlights, a radio, and some mysterious contraption that highlights interactive objects populate the terrain. Many of these items naturally mirror what one might pack for a weekend camping trip. Directional tools like maps and compasses prevent us from losing our way, while megaphones and walkie-talkies facilitate remote dialogue. Everything serves a distinct purpose, some more obvious than others. Frankly, it occasionally feels as though there are too many tools for the limited hands we possess! For now, I’m clinging tightly to my flashlight because the wilderness grows remarkably dark once dusk falls. —JY
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<div class="responsive-img image-expandable img-article-item" style="padding-bottom:56.25%" data-img-url="https://static0.polygonimages.com/wordpress/wp-content/uploads/2026/07/big-walk-night-walking-1.jpg" data-modal-id="single-image-modal" data-modal-container-id="single-image-modal-container" data-modal-caption='"Image: House House\/Panic via Polygon"'>
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<img width="1300" height="731" loading="lazy" decoding="async" alt="Characters walk through the night in Big Walk." src="https://static0.polygonimages.com/wordpress/wp-content/uploads/2026/07/big-walk-night-walking-1.jpg?q=70&fit=crop&w=1300&dpr=1" class="img-brightness-opt-out">
</picture><small class="body-img-caption">Image: House House/Panic via Polygon</small></figure>
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I’ve been entrusted with carrying the radio. It’s admittedly quite boisterous, occasionally drowning out my friends, but the soothing melodies are impossible to resist. I’m eager to discover what other broadcast frequencies are hidden around the map! —JL
I’ve managed to unearth a laser pointer. I haven’t the foggiest notion what utility it serves, but I feel an overwhelming compulsion to keep hold of it. Surely a purpose will present itself eventually. —GC
Nighttime induces a sense of dread. While one of my hiking partners wields a flashlight, trudging through the wooded terrain behind them frequently results in me snagging on hidden rocks. As I wrestle to break free, their illumination steadily recedes into the distance while their voices grow faint. Thankfully, my companions know that an extended absence of my noisy radio signals indicates trouble, prompting them to turn back and wait. While I trust they will always pause for me, a lingering anxiety persists. I blame the terrain. —JL
I just tumbled off a tower. And lost my laser pointer. Oh no. Oh God. Oh no. —GC
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<div class="responsive-img image-expandable img-article-item" style="padding-bottom:56.25%" data-img-url="https://static0.polygonimages.com/wordpress/wp-content/uploads/2026/07/big-walk-dancing-on-radio.jpg" data-modal-id="single-image-modal" data-modal-container-id="single-image-modal-container" data-modal-caption='"Image: House House\/Panic via Polygon"'>
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<img width="1300" height="731" loading="lazy" decoding="async" alt="A character dances on a radio in Big Walk." src="https://static0.polygonimages.com/wordpress/wp-content/uploads/2026/07/big-walk-dancing-on-radio.jpg?q=70&fit=crop&w=1300&dpr=1" class="img-brightness-opt-out">
</picture><small class="body-img-caption">Image: House House/Panic via Polygon</small></figure>
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We stumbled across another radio station! Gio and Johnny erupted into an impromptu, delightfully chaotic dance party. Gio even had the audacity to stand directly on top of the radio itself—what an absolute goofball! —JL
Thank goodness, I’ve located another laser pointer. I shall protect this treasure with my very life. —Giovanni Colantonio
Reviewer’s Log: Day 2
Rise and shine, we’re back in action! It appears our daily sessions invariably commence near the expansive map and introductory zone. Returning to this navigational hub is reassuring, allowing us to chart our objectives for the day—even if yesterday’s ambitions were repeatedly derailed by impromptu discoveries. —JL
A monumental breakthrough! After depositing five babies within a tower and following a trail of keyholes, we unseal a subterranean tunnel network traversing the entire island! This establishes the quintessential gameplay loop of Big Walk: solve puzzles to secure babies, utilize babies to acquire keys, and employ keys to unlock expedited transit methods across the map. It’s a remarkably satisfying cycle that seamlessly transitions us from one endeavor to the next. —GC
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<img width="1300" height="731" loading="lazy" decoding="async" alt="A machine cuts a key in Big Walk." src="https://static0.polygonimages.com/wordpress/wp-content/uploads/2026/07/big-walk-key-cutting-1.jpg?q=70&fit=crop&w=1300&dpr=1" class="img-brightness-opt-out">
</picture><small class="body-img-caption">Image: House House/Panic via Polygon</small></figure>
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These subterranean passageways evoke a genuinely nightmarish aura. They are suffocatingly dark and foreboding, making it feel as though we’ve strayed into the Backrooms—wait… do you hear that? There’s a bizarre sound echoing from over there… Oh. My. Goodness. —JY
We discover a modest shack housing a baby and several interior switches. Flipping them causes a massive glass partition to emerge from the floor, dividing our group. Julia’s voice is entirely muffled through the barrier, presenting a severe hurdle since Johnny and I must somehow communicate hidden symbols to her. Our basic hand gestures prove too rudimentary, prompting us to contemplate using flashlights to devise a signaling system. Then inspiration strikes: the glorious laser pointer! By projecting the beam through the glass, I successfully highlight the exact symbols Julia needs to arrange. Well, well, well, look who turned out to be the certified genius! Had we brought walkie-talkies or a portable whiteboard, alternative methods might have worked, but we had our trusty laser pointer. I am never parting with this tool again. —GC
Having accumulated enough babies to unlock another tower, we activate a ski lift designed to expedite island travel. However, we quickly realize each chair accommodates only two passengers, forcing someone to ride solo. I readily volunteer, as I genuinely enjoy riding ski lifts alone in reality. Once airborne, however, I watch my companions having a blast ahead of me, playfully flashing the laser pointer. Instant FOMO sets in…—JL
I wonder if Julia can see my laser dot right now. Ha ha. —GC
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<img width="1300" height="731" loading="lazy" decoding="async" alt="A laser pointer shoots up through a night sky in Big Walk." src="https://static0.polygonimages.com/wordpress/wp-content/uploads/2026/07/big-walk-laser-pointer.png?q=70&fit=crop&w=1300&dpr=1" class="img-brightness-opt-out">
</picture><small class="body-img-caption">Image: House House/Panic via Polygon</small></figure>
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We encounter a puzzle demanding we track down 36 vibrant pegs scattered across a zone. With only a handful remaining, I decide to embark on a brief trek back to the local tower, remembering there’s a utility tool that highlights interactive objects! I congratulate myself on my brilliant recollection since we hadn’t touched that tool all day… yet by the time I return, Gio and Johnny have already unearthed the final pegs… —JL
Setting sights on our next tower, we opt to bypass the subterranean tunnels in favor of fresh air. The destination is rather distant, yet the journey proves remarkably serene. Amidst this literal big walk within Big Walk, it’s easy to forget we’re inside a video game as we swap banter and debate our favorite riddles. Reminiscing about Gio spinning in frantic circles to convey a puzzle solution, or… oh look, Julia has stubbed her toe on a rock yet again. —JY
I continually get snagged on damn rocks. My character becomes wedged, emitting a pathetic little whimpering noise that I am fairly certain I echo in real life while trying to break free. The mystery of how this keeps happening remains unsolved. Thank goodness the guys halt their march the moment my radio silence registers, otherwise I would have been permanently separated at least a dozen times by now. —JL
Gio’s headset has just conked out, rendering him entirely inaudible. He’s forced to undertake a real-world big walk to acquire a replacement, prompting his temporary departure from the session. —JY
GIO HAS PERISHED. —JL
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<img width="1300" height="731" loading="lazy" decoding="async" alt="A dead body lies on the ground in Big Walk." src="https://static0.polygonimages.com/wordpress/wp-content/uploads/2026/07/big-walk-dead-body.jpg?q=70&fit=crop&w=1300&dpr=1" class="img-brightness-opt-out">
</picture><small class="body-img-caption">Image: House House/Panic via Polygon</small></figure>
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His avatar has collapsed into a heap, complete with literal X’s for eyes. I appoint myself as Gio’s bearer for the remainder of the trek, though we detour toward the green tower first. lugging his lifeless form to the apex, I present him with a panoramic view of our accomplishments. Though you cannot witness this, Gio, behold everything we’ve conquered thus far. All those illuminated beacons mark our past exploits! Oh, Gio just messaged to announce his imminent return. Well, we might as well restart the server then, correct? [Hurls Gio off the tower] —JY
I have lost the accursed laser pointer once again. —GC
Reviewer’s Log: Day 3
Today likely constitutes our final session, though I find myself genuinely reluctant to bid this game farewell. I remain delightfully surprised by how these puzzles continuously introduce fresh concepts while retaining a comforting familiarity. Even after a dozen hours, discovering a novel structure on the horizon sparks genuine excitement. —JL
Upon logging in, Julia and Johnny are already waiting with a surprise. Guiding me to a table, they reveal they had pooled their efforts to collect three separate laser pointers while awaiting my arrival. They place one firmly in my hand, secure a second onto my belt as a backup, and tuck the third into my backpack for good measure. Call it sentimental, but I am deeply moved. This represents the true essence of camaraderie—having people in your corner who consistently pay attention and support you unprompted. It stands as a defining milestone of our journey, the exact moment I realized we were all speaking the same emotional language. —GC
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<img width="1300" height="731" loading="lazy" decoding="async" alt="Characters sit and chat in Big Walk." src="https://static0.polygonimages.com/wordpress/wp-content/uploads/2026/07/big-walk-sitting-and-talking.jpg?q=70&fit=crop&w=1300&dpr=1" class="img-brightness-opt-out">
</picture><small class="body-img-caption">Image: House House/Panic via Polygon</small></figure>
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We eventually hit a minor roadblock when a puzzle demands multiple attempts. Gio is tasked with communicating a numerical code solely through distant symbols while Johnny and I interpret his signals. Though it takes several tries, watching Gio adapt his communication style to match our wavelength is fascinating. Initially operating purely on his own logic, he consciously shifted toward thinking like us. Johnny finally cracks it, delivering an immensely gratifying breakthrough. —JL
Having ferried our final batch of red babies to the ultimate tower, the time has arrived for our final group trek. Things have grown increasingly surreal, and while the destination remains shrouded in mystery, I know that our trio has firmly cemented a Three Musketeers dynamic over the course of this voyage. —JY
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<div class="responsive-img image-expandable img-article-item" style="padding-bottom:56.25%" data-img-url="https://static0.polygonimages.com/wordpress/wp-content/uploads/2026/07/big_walk_ho2uyexilo.jpg" data-modal-id="single-image-modal" data-modal-container-id="single-image-modal-container" data-modal-caption='"Image: House House\/Panic via Polygon"'>
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<img width="1300" height="731" loading="lazy" decoding="async" alt="A character sits on a ski life in Big Walk." src="https://static0.polygonimages.com/wordpress/wp-content/uploads/2026/07/big_walk_ho2uyexilo.jpg?q=70&fit=crop&w=1300&dpr=1" class="img-brightness-opt-out">
</picture><small class="body-img-caption">Image: House House/Panic via Polygon</small></figure>
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That conclusion leaves an impression that will linger in my mind for ages. I yearn to experience this adventure with a wider circle, to observe how different groups leverage various tools and communicative quirks to surmount obstacles. I want to watch Northernlion stream it. I simply want to discuss Big Walk indefinitely! —JL
Numerous multiplayer titles feel like fun concepts that happen to accommodate friends. Big Walk is fundamentally different; it is explicitly about playing alongside companions. Everything encountered across these three days was engineered to test our personal bonds rather than merely our intellects. It serves as a retreat rooted in trust falls and collaborative exercises. Bidding it farewell brings a touch of sadness—knowing the solutions means I can never truly recreate this pristine first-time experience. Yet I depart this island carrying a collection of cherished memories floating like scattered diary pages in my mind. I will eternally treasure this odyssey shared with my friends. And I have definitively learned never to leave home without a laser pointer. —GC
Big Walk will be released August 4 on Nintendo Switch 2, PlayStation 5, and Windows PC. The game was reviewed on Windows PC using prerelease download codes provided by Panic. You can find additional information about Polygon’s ethics policy here.
Source: Polygon
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