#oneaday Day 813: That sure was a big walk

We finished Big Walk this evening. It was excellent! I am going to share some spoilers after the image, so consider yourself warned. If you would like to read something not spoileriffic about Big Walk, may I direct you to the article I wrote about it here? Thank you.

One of the things Big Walk continually impresses on you is the importance of communication, whether that's communicating over short to moderate distances in order to collaborate on puzzles, taking the time to just have a chat, or finding a means to get one another's attention from a long distance apart if you happen to find yourself separated.

I suspect every group will find their own ways of dealing with this particular challenge — and every group will have its own members that, for one reason or another, present additional challenges to everyone, including themselves — but it's something you will likely settle into fairly quickly in collaboration with your walking partners. I'd be interested to try it with other people and see how different the dynamic is between group members and group sizes — though I'm also conscious that once you've solved a lot of these puzzles once, it's a lot easier to play through the game, so I don't know how inherently replayable the whole thing is.

Anyway, the reason I mention this is because towards the end of the game, Big Walk takes away two very important things that you have likely been using for your communication up until this point: your visual identity — in other words, the colours you have chosen to represent your character, which you can "paint" onto each other in the introductory stage of the game — and your voice.

Yes, the finale sequence of Big Walk completely takes away the ability to voice chat with one another, meaning you will have to find ways of communicating not only each participant's part in a puzzle solution, but also determine between you what on Earth you are supposed to do in each puzzle.

Thankfully, Big Walk does have a fairly robust gesturing system that allows you a surprising amount of flexibility in terms of waggling your noodle arms around, but you still have to find a way to agree what each gesture means, having likely not had an opportunity to do so verbally beforehand — unless, of course, you had the foresight to do so "just in case" you were not able to communicate through voice. But why would you need to do that? Taking players' voices away in a game built around cooperative play and communication would just be mean, wouldn't it?

Well, yes, it would, but it also makes Big Walk's finale sequence incredibly memorable. There are, I think, seven puzzles you have to complete in the run up to the actual ending, and each challenges your group to think on their feet and find a way to get various messages across to one another without using words and without being able to visually identify who is whom. It really works extraordinarily well — I won't spoil the actual solutions for the puzzles here, for the sake of anyone who didn't heed my spoiler warning but is still intending to actually play Big Walk, but I'll just say that the "kettle puzzle" was my favourite for how gleefully silly it was.

Anyway, once you finish Big Walk, there is a "postgame" to play, too, which we're probably going to tackle in a subsequent session. There are a lot of puzzles on the map that we didn't solve in our various explorations, and we found a place where you have to put a whopping fifteen of the collectible thingies (we call them "Kongs" after their resemblance to a classic dog toy) in order to do… something? We don't know what yet ,though I have a suspicion. That's a job for another day though.

I'm impressed how substantial the game actually is. It took us three very long sessions to get through the entirety of the "main" game, and there's still a fair bit more for us to do. This is one of numerous reasons why I don't think it fits into the ill-defined "friendslop" category; to me, "friendslop" says games that you play with your friends that are over and done with in one session, and which "don't matter". Not in the sense that they're worthless, but in the sense that they don't have a long-term overarching goal; each session is self-contained, like an individual play of a board game, rather than part of a broader "campaign" in which you're working together to achieve something.

Anyway. I had fun! And aside from one of those finale puzzles, which I found very difficult to get my head around for some reason (as did everyone else, I think) I am relieved that Big Walk, despite whipping much of games media into a similar frenzy as we saw for Blue Prince last year, is a very different sort of experience. And for me, it's nice to actually be able to enjoy an indie darling for once, because on a significant number of past occasions, they have left me cold. This led me to doubt that Big Walk would actually be any good, but I'm glad I decided to give it a try. It was very much worth it.

Now it's nearly 1am and I need to sleep. But that was, indeed, a Big Walk.


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#oneaday Day 806: Absolute Direction (5 points)

We had a second game of Big Walk today, and one thing I appear to have impressed on the rest of my group is that I have a very good sense of direction, even in a virtual space. This is not something I tend to brag about — because why would you? — but it is something I know that I am generally quite good at, and always have been to a certain extent.

I'm not entirely sure where this sense came from. Perhaps from years of playing old computer games that didn't include an automap facility. Perhaps from time in the Cub Scouts, at least part of which involved knowing how to read a map. Perhaps from how I used to enjoy just looking at maps. I remember having a kids' world atlas that I absolutely loved just… looking at.

Or perhaps it's something I developed a bit later. I know that I certainly became particularly aware of it once I had left home for university, because it came in very handy every time I got absolutely smashed and had to somehow find my way home in the dark. Despite numerous very drunken evenings, there was not one single occasion where I didn't make it home — even when the night had, for one reason or another, concluded at the house of someone I didn't know very well in an unfamiliar part of town.

Did I develop this skill back then? Perhaps. But it's something that's stuck around with me. I also feel very conscious of it any time I drive to a new city, because I tend to find that I can get a good feel for how all the roads connect to one another quite quickly, even when it's a place I've never been before. This came in quite handy any time I had a job interview in an unfamiliar place, because it meant that even if I initially had trouble finding the place I was supposed to go to — I always left with plenty of time to spare just in case this happened — I would come away from the day with a better understanding of this new place. This is information that may or may not have ended up being useful in the future, depending on whether or not I ended up getting the job.

I do find it especially helpful in virtual worlds, particularly when you have an experience like Big Walk which deliberately eschews the trappings of modern game user interfaces in favour of a more minimalist experience that is dependent on cooperation and communication. On multiple occasions in our session this evening, I was able to lead us right back to something we had previously visited without having to look at a map, and this, I feel, is a helpful quality in a group that is effectively orienteering in the wilderness in the hope of finding exciting and intriguing puzzles to complete. (Okay, I did take a wrong turn once, but nobody's completely perfect.)

One of the things I've determined via various means that I could really do with getting better at is acknowledging the things I am actually good at; the things about me that other people might actually value; the things that I can be proud of and feel okay about feeling proud of. After this evening's session, I feel quite confident in saying that yes, I am quite proud of my sense of direction; I feel it is a useful skill that can help both myself and others, and I am glad to be enjoying an experience where it actually comes in handy, and where people value it.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

If you want this nonsense in your inbox every day, please feel free to subscribe via email. Your email address won't be used for anything else.