Big Walk arrived on August 4 with the kind of score most games never see. Its PC version opened at 94 on Metacritic, based on 14 scored reviews when Pixel Twelve checked on launch day. Thirteen were positive, one was mixed, and none were negative.

That number needs some context. The 94 belongs to PC, not every version. PlayStation 5 opened at 86 from four scored reviews, while Nintendo Switch 2 sat at 82 from four. The PC score can also move as more outlets publish their reviews.

Critics Like How Much the Game Trusts Its Players

Big Walk does not push a list of objectives onto the screen. Friends arrive on an island, find strange structures, carry tools, and work out what to do together. Communication is part of every trip. Voices fade when players move away, walls can make people harder to hear, and a separated teammate may have to explain a symbol with gestures instead of words.

Big Walk players communicate from opposite sides of a glass wall.
Distance and barriers can stop friends from sharing information normally. Image: House House / Panic.

Eurogamer awarded the game five stars and praised the way its puzzles bring people closer. GameSpot gave it 9/10, highlighting the open exploration and the emotional payoff that comes from completing the journey with the same group. The reviews are responding to more than individual puzzles. They like what happens when friends slowly learn how to communicate with each other.

The Same Idea Can Also Test Your Patience

The reviews are not completely uniform. Walking long distances, losing the group, returning to old areas, and waiting for someone to understand a clue can slow the experience down. One mixed PC review argued that the quieter stretches rely too heavily on players creating their own fun. Console coverage has also raised performance concerns, especially on Switch 2.

Group chemistry will affect the experience more than it does in most cooperative games. A patient group may enjoy getting lost and laughing through a bad explanation. Another group may become frustrated when progress stops because one person wandered away or cannot join the next session.

Big Walk Needs the Right Friends

House House built the game for two to 12 online players. There is no public matchmaking and no proper solo campaign, so a high review score does not automatically make it a good purchase for everyone. You need at least one person who wants to play, communicate, and return with you.

The developers also want the group to use the in-game communication system. Our explanation of why Big Walk wants players to avoid Discord shows how outside chat can remove part of the challenge.

A 94 Metascore is an excellent start, especially for a cooperative game that refuses public matchmaking and easy outside communication. The early praise also comes with a clear warning: Big Walk can be special with the right group and difficult to enjoy without one. Claiming or buying the game is the easy part. Finding people who want to take the whole trip with you is the real commitment.