Shut up and let one of 2026's best games control how you talk to your friends

Big Walk—from the creators of Untitled Goose Game—makes brilliance by limiting how you talk to your buddies online.

Shut up and let one of 2026's best games control how you talk to your friends

There’s a small irony to the fact that the first screen you see in Big Walk—otherwise one of the most freeform, “Do whatever feels most fun in the moment” games in recent memory—is full of stridently militant rules. In plain language (alongside a mic meter meant to emphasize that you will be talking while playing this thing), developer House House asks players to please not use any out-of-game communication tools to talk to each other while playing it. That ranges from things like PlayStation and Xbox’s built-in chat options, to Discord, to playing the game with another player in the same room: Anything that breaks you out of the game’s internal communication system is strictly verboten.

Acceding to these demands is a matter of trust. (House House can’t block third-party chat options in their game any more than it can physically block you from walking into the kitchen to plot in-game strategy with your roommates.) But, then, so are following the rules of tag, or a board game, or hide and seek: Like those games, Big Walk’s rules about talking to other players aren’t intended to be draconian expressions of control-freak-itis on the part of its developers; they’re there because rules are how fun in games happens.

Because the fun in Big Walk is all about how we talk to each other. Dropped into a vast, mysterious world full of puzzles, obscure structures, and a distracting number of cowbells and other noisemakers for your goofy little duck people to shake at each other, you and your buddies go for, well, a big walk: Wandering the landscape, stumbling onto challenges, and talking to each other with in-game voice chat that’s strictly limited by how close you are to each other in the game world. The limits to that most basic of communication tools, and the ways the game encourages you to work around them, are where Big Walk’s joys emerge. (That, and arguing with other players about what to call the incredibly satisfying rubber doodads the game hands out for solving puzzles; our group calls them “kongs,” in recognition of their resemblance to the dog toy, but I’ve heard tons of other versions of this self-developed shibboleth.)

Given that Big Walk is shaping up to be my favorite game of 2026 so far, spoiling even a single one of its puzzles feels like a crime I’d be committing against you, the reader. But I can say, in looser terms, that the vast majority of them take as their object the basic problem of all human communication: How do I get the information kicking around in my head into yours? Time and again, Big Walk creates situations where you know something that your friends desperately need to know—lock combinations, a vital perspective, or just something as simple as basic map directions or the timing of button presses—and invites you to work together to make the vital telepathy happen. The conversations and arguments I’ve had while playing this game, as my friends and I tried to work out ways to get our ducks in order, have been instantly-cherished memories; the moments when it actually all comes together—when multiple people, separated by both real-world and in-game distance, unite to make something very silly happen—border on the magical.

There are people who are going to reject this outright, I suspect. The game’s basic existence as a multi-person cooperative project that takes at least a dozen hours to get through is going to be a hurdle for many to cross, from a scheduling perspective, if nothing else. (You can set the game world to work with just two players, but it shines with at least three, and ideally four, people contributing to both the chaos and the brilliance.) And there are some people who are going to balk at giving themselves over to its control over automatically assumed communication tools. (If you’re spending your precious free time to hang out with your friends in a video game, why would you want to cut off parts of that bonding?) But just like with any of the games we all played as children, those who step into the magic circle and give themselves over to Big Walk’s rules will find they’re the ones having the most fun. Playing a game is, on some level, an act of trust, in both your fellow players and the people who made it, and trusting Big Walk is absolutely the right choice. 

Because even beyond nerdery about the use of speech, pointing, or writing as a fundamental tool of play, Big Walk is simply one of the greatest hangout games of all time. There’s an absolutely giddy feeling that comes from cresting a hill together with your buddies and seeing some new abstract silliness looming on the horizon; similarly, there’s something strangely intimate about the way the game regularly divides your party up while you’re finding your way around its landscapes. (It is very chill to sit on a virtual ski lift with one of your best friends, shooting the shit as you wait to be dropped off at your next destination.) People throw around the “friendslop” designation a lot lately, denigrating games that exist as cheap excuses to spend time with your pals. Big Walk acts in what feels like almost deliberate defiance of that dismissive new nomenclature; as a game where talking to your friends is the game, it proves that there’s nothing sloppy about its vision of friendship as the point.

 
Join the discussion...
Keep scrolling for more great stories.