Many would argue Xbox is on a roll following Indiana Jones and the Nice Circle final yr and Avowed lower than two months in the past. Now, South of Midnight may very well be one other win for Xbox Recreation Studios that’s markedly completely different from what Doom: The Darkish Ages is promising to ship in Could. Is Compulsion Video games’ newest a mid-sized winner or does it fail to wow past the stop-motion-inspired visuals?
After the builders stated the sport would take round 10 hours to finish, many people breathed a sigh of reduction. Even these of us who love large open-world video games to get misplaced in want smaller and tighter romps from first-class studios once in a while. From the very starting, South of Midnight was described as an old style action-adventure recreation with a placing visible twist and an underexplored Deep South setting. After rolling credit on it, I can confidently say it’s a journey price embarking on that can stick with me for some time. It’s a little bit of a flawed gem although.
Very like the protagonist character, Hazel Flood, in a lot of the recreation’s situations, the story hits the bottom working. An enormous storm threatens to destroy her and her mom’s house, and that’s precisely what occurs a couple of minutes later, however not earlier than a powerful however shaky daughter-mother relationship is established. Previous that time, Hazel is thrown right into a world of hidden magic, monsters, and legends assembly real-world occasions that the majority people would like to neglect about. In case you needed to condense all of it, South of Midnight is finally about wounds that did not heal and serving to these in want even when darkness prevails. Fortunately, Compulsion Video games’ writing workforce injected sufficient substance into the script to make the journey really feel participating and the character interactions emotional all over.
Clearly, numerous time and care went into not solely constructing the fashionable folktale setting inside the sport, but in addition making every character look and sound distinct. Furthermore, the chronicle is neither overcrowded nor twisty and not using a clear purpose. It’s the very uncommon kind of fashionable narrative-heavy recreation which doesn’t overstay its welcome, and the notably breezy narrative tempo (which doesn’t restrict its potential to ship intestine punches) performs an enormous position in making the total journey really feel ‘excellent’ length-wise by the point the credit roll. Attempt to go in understanding as little as potential.
Whereas we’ve seen veteran studios obtain an virtually excellent steadiness between large worlds (and the numerous video game-y prospects that include them) and tales which behave like Hollywood blockbusters, South of Midnight is old style in its
overarching design: A surprisingly linear journey with next-to-zero fats which by no means permits itself to really feel meandering and even trims down capability and talent development as seen in numerous ‘character motion video games’ to a minimal. In reality, I’m pretty positive you needn’t discover all of the (barely) hidden power nodes to max out all of Hazel’s skills, which embody controlling a freaky (however cute) little toy with gameplay sections of his personal.
This ties into South of Midnight’s fight encounters, that are the weakest a part of the bundle. At worst, the fights are serviceable and by no means really feel annoying or jarring, however I’d be mendacity if I stated I discovered a lot enjoyment in clearing flat, very same-y arenas of the identical five-to-six varieties of generic-looking demons (nightmares?) time and again. It’s the kind of fight loop that works properly sufficient… however continuously made me ponder whether this recreation wanted fight in any respect, particularly with the story being all about fixing outdated wounds as a Weaver (a folktale hero of kinds) and whatnot. Whenever you notice how restricted the number of enemies and the way insipid the general design is (no battle takes place outdoors these clearly delimited areas ever), it’s arduous to leap excitedly into one more melee.
However, boss battles are robust and set-piece-y sufficient to depart an impression even should you’ve certainly seen all of the mechanics concerned finished higher elsewhere. They’ve a purpose to exist on this recreation and are additionally utilized to push the narrative ahead with out cutscenes, with unique songs (Olivier Deriviere’s soundtrack is a corker) including to the story informed earlier than, throughout, and after these large encounters. The cherry on prime throughout South of Midnight’s excessive factors is the voice performing throughout the board, with Adriyan Rae (Hazel) and Walt Roberts (Catfish) being the clear standouts.
In case you aren’t combating off demons (and fixing metaphysical wounds) or exploring every nook of the degrees to immerse your self within the textured locales, you’ll be platforming with a set of Weaver instruments of mysterious origin that additionally issue into the fight. Whereas these translate into ‘powers’ like pushing or pulling enemies round in battles, Hazel can use them as devices of repairing all around the winding ranges, whether or not they’re swamps, rocky mountains, or haunted caves. South of Midnight isn’t any Prince of Persia, however the platforming is satisfying and easy sufficient, and its escape sequences, whereas repetitive throughout the center part of the sport, are among the many most thrilling of all the journey.
That repetition I simply talked about additionally applies to the story beats and stage construction throughout a handful of chapters that, whereas stuffed with nice character and gameplay moments, are simply much less impressed in the way in which they have been constructed and laid out. Fortunately, South of Midnight finds its approach again to the highway earlier than it’s too late and delivers a powerful third act which packs various surprises with out forgetting about its ‘story of tales’ nature. It’s right here the place the sport design feels extra assured and looser, and I type of wished it received into that stream sooner.
Regardless, the great audiovisual presentation (magical in its personal approach) carries the hell out of this recreation throughout the duller bits. It’s the kind of work that can age properly because of artwork route taking priority over uncooked graphical developments. Many phrases might be written concerning the stop-motion-y method to character animations and different parts (extra outstanding throughout cutscenes), however the fact is South of Midnight seems to be very good and particular prime to backside. Regardless of largely hitting its 60 FPS goal (with no graphical modes obtainable) on Xbox Sequence X, I discovered the efficiency to be a bit uneven for no good purpose although. Among the extra ‘open’ ranges can set off sustained drops that are awkward contemplating there’s by no means so much taking place on the display plus Unreal Engine isn’t precisely pushed to its limits.
Your mileage could range, however I’d say South of Midnight works higher the much less it tries to be a standard online game… even when a lot of its uniqueness paradoxically comes from that method to recreation design. Its restraint should be applauded, and the worth tag (roughly $40 in most markets) appears excellent contemplating what it affords. As a brand new Recreation Cross day-one launch, it’s a no brainer. Total, it must be an enormous win for Xbox in a largely unfamiliar area for the writer, however Compulsion Video games’ Southern Gothic doesn’t come with out frustrations. On the finish of the day, nonetheless, it broke (and glued) my coronary heart a number of instances, and that’s what I’ll most likely bear in mind in a couple of months’ time.
SOUTH OF MIDNIGHT VERDICT
South of Midnight’s robust story and presentation benefit from its neglected mythology and oft-forgotten setting, however don’t embark on this journey on the lookout for top-tier action-adventure recreation design.
TOP GAME MOMENT
Nailing probably the most frantic ‘escape’ part within the recreation on the primary attempt.
Good
vs
Unhealthy
Putting artwork type with a novel taste
Nice story stuffed with memorable and exquisitely acted characters
Fats-less stage design and development
Charming Deep South setting that’s each whimsical and gritty
The unique soundtrack rounds out the stellar presentation
Boss battles aren’t overdone and really feel weighty
The center portion of the sport is barely repetitive structure-wise
Half-cooked fight that’s tied to uninspired area design
Efficiency will be uneven in sure areas on Xbox Sequence X/S