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South of Midnight Review

South of Midnight Review
South of Midnight Review

There are plenty of action-adventure games that promise to take players somewhere extraordinary, but very few manage to create a world as distinctive and full of personality as South of Midnight. From the moment Compulsion Games introduces us to the flooded streets, tangled waterways and decaying communities of Prospero, it becomes clear this is not another familiar fantasy adventure dressed up with a few supernatural creatures. Instead, it is a deeply atmospheric journey into the folklore, history and complex emotional landscape of the American Deep South, told through a visual style that feels wonderfully handcrafted. It is strange, haunting, occasionally unsettling and, above all, rather beautiful.

Coming from the creators of Contrast and We Happy Few, South of Midnight has a recognisable creative identity, yet it also feels like a studio finding a particularly compelling subject to explore. There is an obvious affection for the setting, from the architecture and vegetation to the music, storytelling and local characters who inhabit this unusual corner of the world. Yet beneath the surface beauty lies a story concerned with grief, family, identity and the things that generations leave behind. It is a game with something to say, and while its gameplay does not always match its artistic ambition, there is enough imagination here to make the experience genuinely memorable.

A Storm, a Family and a World Falling Apart

The adventure begins in Prospero, Hazel’s hometown, where a devastating hurricane tears through the community, turning an already difficult situation into something far more frightening. In the chaos, Hazel becomes separated from her mother and is drawn into a strange supernatural world where memories, folklore and reality begin to overlap. Her search for her mother soon becomes something much larger as she discovers an ancient power and learns that she is a Weaver, capable of repairing broken connections and confronting the troubled spirits that haunt the world.

It is a wonderfully effective premise because the supernatural elements are not simply there to provide enemies for Hazel to fight. The creatures she encounters, known as Haints, are manifestations of unresolved trauma, suffering and emotional pain. Their existence is tied to the lives and experiences of people consumed by events they could not overcome, giving the adventure a surprisingly personal foundation. Rather than presenting every monster as something that needs to be destroyed, the game encourages Hazel to understand what lies beneath the horror.

That approach gives the story a welcome emotional identity. The idea of repairing broken bonds and untangling the past becomes central to Hazel’s journey, and the Grand Tapestry provides an imaginative way of expressing those connections. There is a sense that every life, every tragedy and every decision forms part of something much larger, and that repairing the damage requires more than simply swinging a weapon at whatever happens to be standing in the way.

Hazel herself is an important part of the experience. She is not introduced as a perfectly confident hero who immediately understands her new abilities or the responsibilities placed upon her. Her journey involves discovering who she is, confronting uncomfortable aspects of her family’s history and deciding what sort of person she wants to become. That makes her more relatable than the usual action-adventure protagonist, and her personal struggles help give the supernatural story some much-needed humanity.

Weaving Magic Into the World

As a Weaver, Hazel has access to a collection of magical abilities that influence both exploration and combat. Her powers allow her to manipulate magical threads, pull objects and enemies towards her, grapple across gaps and interact with the environment. These abilities form the foundation of much of the game’s traversal, and there is a pleasing sense of movement as Hazel swings across broken structures, glides through the air and navigates the increasingly unusual landscapes surrounding Prospero.

Platforming is generally enjoyable, with the weaving abilities giving Hazel a little more personality than a character who simply jumps between conveniently positioned ledges. There is a nice rhythm to moving through the environments, particularly when several abilities are combined to cross a larger gap or reach an otherwise inaccessible area. It is not especially demanding, and players looking for complex platforming challenges may find the game a little too forgiving, but the movement feels fluid enough to keep exploration entertaining.

The environments themselves provide plenty of visual interest. Flooded settlements, overgrown woodland, decaying buildings and swampy landscapes create a wonderfully varied interpretation of the Deep South. There is a constant sense that nature is reclaiming places that humanity once considered permanent, while the supernatural elements lend even familiar locations an unsettling quality. It is a world that invites you to look around rather than simply hurry towards the next objective.

Exploration also offers opportunities to uncover additional details about the world and the people who once inhabited it. These discoveries help build a stronger understanding of Prospero and its history, although the overall structure remains fairly linear. There are moments when I would have welcomed more freedom to wander away from the main route and discover something unexpected, but the carefully directed approach does allow Compulsion Games to maintain a strong sense of pacing and visual storytelling.

Fighting the Things That Haunt Us

Combat is where South of Midnight becomes a little less distinctive. Hazel uses her weaving powers alongside a pair of magical hooks to confront the Haints that stand in her way. Encounters blend melee attacks, dodging, magical abilities and crowd control, with enemies that demand attention to their behaviour and the right moment to strike.

There is nothing fundamentally wrong with the combat system. It is responsive enough, the animations are excellent, and the magical abilities provide a reasonable amount of variety. Pulling an enemy towards Hazel, disrupting a group of attackers, or combining attacks with evasive movement can be satisfying, particularly when several threats are involved. The problem is that the underlying structure does not evolve enough to remain exciting throughout the adventure.

Too many encounters follow a familiar pattern of entering an arena, dealing with a collection of enemies, and moving on once everything has been defeated. The individual creatures have their own characteristics, but the overall rhythm can become predictable, especially as the campaign progresses. More meaningful changes to enemy behaviour, additional combat options, or a greater variety of encounter designs would have helped the fighting feel as imaginative as the world surrounding it.

Fortunately, the game’s approach to its larger encounters gives combat a more interesting purpose. Hazel does not simply defeat every major creature and leave it behind. Instead, these confrontations often lead to sequences in which she must unravel the suffering and experiences that created the monster in the first place. It is an effective way of reinforcing the game’s themes, turning what might otherwise have been another boss fight into something with genuine emotional significance.

That distinction matters. South of Midnight is at its best when it remembers that its monsters are not simply obstacles but tragic figures whose stories deserve to be understood. The combat may occasionally feel familiar, but the narrative meaning attached to these encounters gives them a reason to exist beyond providing another test of reflexes.

A World That Looks Handcrafted

Visually, South of Midnight is an absolute delight. Compulsion Games has chosen a distinctive presentation that gives the characters an almost stop-motion quality, with carefully crafted animations that make the world feel like a moving collection of elaborate models. It is a bold decision, particularly in an industry where graphical realism is often treated as the ultimate goal, but it gives the game an immediately recognisable identity.

The effect is especially striking when Hazel moves through the environment. Her animations have a physical quality that makes her feel like a character brought to life from a handcrafted storybook, while the creatures and inhabitants of Prospero share that same unusual visual personality. There is an occasional sense of deliberate theatricality to the presentation, as though the world is unfolding on a stage, and that suits the game’s folklore-inspired storytelling beautifully.

The environments are equally impressive. Twisted trees, moss-covered buildings, murky waterways and forgotten settlements create a Southern Gothic atmosphere that feels both inviting and deeply unsettling. There is beauty in the decay, but the game never allows that beauty to completely mask the suffering and history beneath it. Some locations are genuinely breathtaking, while others leave you with the uncomfortable feeling that something terrible happened there long before Hazel arrived.

It is the consistency of the art direction that makes such an impression. South of Midnight does not need to compete with photorealistic blockbusters because it has something much more valuable: a clear visual identity. Every location feels as though it belongs to the same strange, melancholy world, and the animation style gives the entire adventure a personality that stays with you long after you have stopped playing.

Music With a Life of Its Own

The soundtrack is arguably one of South of Midnight’s greatest achievements. Drawing on musical traditions associated with the American South, it blends blues, gospel, jazz and New Orleans-inspired brass into a score that feels deeply connected to the setting. Rather than simply providing background noise, the music becomes part of the storytelling, helping establish the emotional tone of particular scenes and giving the world a sense of cultural identity.

There is a warmth and melancholy running through the soundtrack that complements Hazel’s journey wonderfully. The music can feel celebratory one moment and deeply sorrowful the next, reflecting the complicated relationship between the people of Prospero and the history that surrounds them. It gives the adventure an emotional texture that would be difficult to achieve through visuals and dialogue alone.

The voice acting deserves similar praise. Hazel’s performance helps ground the more fantastical elements of the story, while the supporting cast adds personality to the communities and characters encountered along the way. The dialogue is not always equally strong, but the performances help sell the emotional moments, particularly when the story turns towards the painful histories behind its supernatural inhabitants.

Together, the music, voice work and sound design create an experience that feels remarkably cohesive. It is the sort of soundtrack that stays in your head after the credits roll, and one of the clearest examples of how much care has gone into making this world feel authentic.

When the Magic Wears a Little Thin

For all its strengths, South of Midnight is not without its shortcomings. The most obvious issue is the repetitive combat, which occasionally makes the adventure feel longer than it needs to be. The platforming and exploration are enjoyable, but neither offers particularly demanding challenges, and the linear level design means there are relatively few surprises once you become familiar with the game’s structure.

Some players may also wish that the supernatural world offered more opportunities for experimentation. Hazel’s abilities are enjoyable to use, but the game could have done more to encourage creative combinations and give players greater freedom in how they approach certain encounters. There is a sense that the foundations of a more involved action-adventure are present, but the mechanics never quite develop into something as ambitious as the storytelling and presentation.

However, these limitations are easier to accept when considering what South of Midnight is trying to achieve. This is not a sprawling role-playing game designed to occupy dozens upon dozens of hours, nor is it a combat-focused adventure built around increasingly complicated systems. It is a relatively focused journey, and its greatest achievements come from the atmosphere, characters and stories that bring Prospero to life.

Verdict

South of Midnight is a wonderfully distinctive adventure that deserves recognition for the confidence to do things differently. Compulsion Games has created a world steeped in Southern Gothic folklore, filled with striking imagery, memorable characters and a soundtrack that deserves to be heard well beyond the game’s confines. Hazel’s journey is an emotional one, and the decision to make its supernatural creatures manifestations of human suffering gives the adventure a depth that goes beyond the usual battle between good and evil.

The combat could certainly have been more varied, and the relatively straightforward exploration means the gameplay occasionally struggles to match the imagination of its presentation. Yet these are shortcomings in an otherwise carefully crafted experience. The stop-motion-inspired animation gives the game an unmistakable personality, while its music and storytelling combine to create an atmosphere that few other action adventures can replicate.

What I appreciated most is that South of Midnight has a genuine sense of compassion at its heart. Beneath the monsters, magic and macabre imagery lies a story about understanding the past, accepting difficult truths and finding a way to move forward. It is not always a comfortable journey, but it is one worth taking. Compulsion Games has delivered something with real character, and I sincerely hope we see more adventures willing to take such an imaginative approach to storytelling.