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Big Walk simulates the strange, childlike sensation of being unexpectedly separated from your friends, and the joy and relief of finding your way back

📰 Jeremy Peel 👤 Jeremy Peel 🕒 2026-08-06 20:57:19
AI 摘要 · 其他
House House开发的《Big Walk》是一款强调近距离语音通讯的多人登山游戏,玩家需在限定范围内保持沟通,与《Peak》《Content Warning》等竞品形成差异化机制。
游戏采用半径限制的语音系统,要求玩家在移动中持续保持社交距离,通过语音协作解决登山挑战,与传统开放通讯的多人游戏形成对比。
阅读原文 →
The other week, the SIM card in my phone stopped working. At first, working from home, the change was barely noticeable: a router handled my internet coverage, and Whatsapp messages continued unabated. Only once I left the house did I realise that a safety net had been cut.
I’ve never once called for a fire engine, but the option has long been a source of comfort. Now, suddenly SIMless, I could not. Nor could I check in with my wife about which binbags to buy. Wi-fi spots at Starbucks and shopping centres became little islands, safe ports where I could resume contact while out and about. A weekend away in a big city became a precisely planned operation, during which comms had to be closely managed, for fear of being isolated and left to orienteer through unfamiliar terrain.
Playing
Big Walk
, I’ve experienced something eerily similar. Though House House have built a jolly multiplayer hiking game, it's placed a huge emphasis on close communication. Proximity chat is demanded, and
confined to a tight radius
- tighter than in comparable co-op games that have beaten Big Walk to market. In the colourful mountaineering hit
Peak
, for instance, your friends’ voices only really vanish when one of you drops through the clouds, having attempted an overambitious bout of freeclimbing. And in
Content Warning
, the extreme vlogging game, the absence of a pal’s screams typically heralds their death at the hands of some
faceless snatcher
.
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