
South of Midnight: A Stunning World Mired in Dated Gameplay
South Of Midnight Review Hazel Flood's world is turned upside down when a hurricane devastates the town of Prospero. Her immediate concern is rescuing her mother, Lacey, who is swept away by the raging waters. This rescue mission leads Hazel to discover a connection to an ancient lineage of Weavers – women who can manipulate the very fabric of reality. Now, Hazel must master these newfound abilities to save her mother and unravel a painful legacy woven into the heart of her community.
Set in a fictionalized American Deep South, *South of Midnight* draws heavily on folklore and Southern Gothic themes, presenting a unique and captivating world. Compulsion Games, known for the psychedelic *We Happy Few* and the art nouveau-inspired *Contrast*, has crafted a visually stunning experience. Prospero is brought to life with dreamlike colors and mesmerizing light. The game employs a patchwork aesthetic for its fantastical creatures and uses a mock stop-motion animation style, giving the characters a marionette-like quality.
This visual feast is further enhanced by an exceptional soundtrack, featuring both instrumental pieces and original vocal tracks. Sadly, the gameplay doesn't quite live up to the visual splendor. Hazel's journey is a linear path through a world that feels more like a corridor than a sprawling environment. Players navigate using familiar mechanics like *Uncharted*-style climbing, double jumps, and air glides. Hazel can also solidify ethereal platforms using her Weaving powers, abilities she accepts with little question.
While the game attempts to create a sense of exploration with occasional branching paths, these are mainly used to conceal lore notes and "Floofs," the energy source needed to upgrade Hazel's Weaving abilities. Ironically, finding these collectibles is made easy by a spell that guides Hazel to her next objective – simply going the opposite direction will usually lead to a hidden item. Some of its deeper plot points have an unexpectedly powerful emotional weight to them too – you'll find yourself tearing up over the fate of more than one tree, believe us.
Combat and Characters The combat system is also a letdown, with each battle playing out as a scripted encounter in a designated arena. Players face off against "Haints," monsters born from the accumulated pain of the land, which Hazel must defeat using her Weaver abilities. These abilities include charged attacks, push-and-pull moves, and the power to briefly possess enemies using Crouton, Hazel's childhood stuffed toy turned voodoo doll. However, these additions do little to elevate the repetitive nature of the combat.
A Compelling World Despite Its Flaws Despite its shortcomings, *South of Midnight* manages to be strangely enjoyable. Its ambitious ideas and bizarre characters, such as the giant talking Catfish who acts as Hazel's mentor, are oddly compelling. Some of its deeper plot points have an unexpectedly powerful emotional weight to them too – you'll find yourself tearing up over the fate of more than one tree, believe us.
The voice acting is also impressive, particularly Adriyan Rae as Hazel and Walt Roberts as the Catfish. It's a shame that the game is weighed down by dated gameplay and a rigid, linear structure. However, if you can overlook these elements, *South of Midnight* still manages to weave its Southern charms and provide a unique, if flawed, experience.