
South of Midnight is a new action-adventure from Compulsion Games. Explore the mythos and confront mysterious creatures of the Deep South in this modern folktale while learning to weave an ancient power to surmount obstacles and unravel your family’s hidden past.
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| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $39.99 | 4.8Kreviews | 94% | — | $4.9M |
| Free | 15.7Kratings | 86% | — | not modelled | |
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Reviews
South of Midnight is one of my all-time favorite games. I dunno exactly where it lands (top 10? top 5?), but it feels like something I’ve been waiting for for a long time. A big part of that is how fully it leans into Southern Gothic storytelling - a style rooted in the American South that mixes superstition and the grotesque with very real histories of violence, poverty, and generational trauma. As the character Hazel, you follow in the footsteps of a previous Weaver (a sort of magic mender of reality), who used her powers to help enslaved people escape their masters, and that alone says a lot about what this game has to say. It’s not just about aesthetics; it’s also about trauma, legacy, and the weight places carry. The game is set in Louisiana, but it pulls from folklore and culture across the Deep South in a cool and cohesive way. You see things like glass bottle trees (rooted in Congolese tradition) reimagined through Hazel’s ability to trap negative energy, which fits perfectly in a place like Prospero where everything feels haunted by grief and regret. There's Two-Toed Tom, the giant gator from Florida folklore, and even South Carolina’s peach water tower (the Peachoid, it's called, like WTF). It’s also one of the first times I’ve seen a Rougarou depicted in media, which is kind of wild considering how iconic it is. Even the basic enemies, called Haints (a sort of different way of saying "haunts), pull from the Gullah (an African American culture that lives in coastal areas of the South). The rest I didn’t recognize at all, which honestly made it even better, cuz I looooove going down a Wikipedia rabbit hole. What really makes it work, though, is how grounded all of that is in real, often ugly history. You see the impact of wealth and power - how rich white families exploited and harmed Black communities through labor, entertainment, or outright violence. There are echoes of this everywhere: farms, lumber mills, steamboats. You also see how poverty and trauma carry outward, shaping families and communities in very painful ways. When you defeat bosses/villains, it's not by killing them, it's by coming to understand them. Even the worst characters are given context. People aren't ♥♥♥♥♥♥♥♥♥ for no reason, you know? Sometimes a "villain" is simply a person forced to make an impossible choice. It’s a game about empathy more than anything else, and it commits to that fully. On top of all that, it’s a beautiful game. The stop-motion, claymation-inspired art style is incredible. Every character is unique and meticulously handcrafted, and the environments (swamps, farmlands, building interiors, etc) are packed with detail and so stunning to look at. The wildlife especially stood out to me - herons flying overhead, snapping turtles along the water, foxes darting off. The sound design sells it even more, with constant ambient calls from the cricket frogs to the Carolina wrens. And the music?? Banger of soundtrack. The game, despite intense themes, is just so... cozy. I’ve seen some complaints about the "simplicity" of the combat or the linearity, but that’s part of the charm for me. It’s a concise ~12-hour experience that feels like playing a classic PS2-era title. It’s just pure, simple fun, yanno? Also, Hazel is easily one of my favorite protagonists in recent years. While I wish the ending had a little more room to breathe and a slightly longer conclusion, the way everything wrapped up was beautiful and satisfying. I desperately hope we get a sequel, because this world is too special to only visit once.
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Languages: English*, French*, Italian, German, Spanish - Spain, Czech, Danish, Dutch, Finnish, Greek, Hungarian, Japanese +11 more
| $25.99−35% |
| 2.4Kratings |
| 94% |
| — |
| not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 896 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
我感觉这个游戏真的挺好的呀,美术独树一帜有自己风格且不是AI在我这就是非常优秀了。演出独树一帜。 不懂为什么小蒸盒一堆人骂。哦原来是女主肤色啊,讲美国南方黑人文化的故事,女主不是黑人那应该是啥?是不是讲亚洲的故事肤色也不能是黄种人?看见肤色就开始猎巫"又是DEI",去加入3K党吧孩子,那里需要你这样的人才
There is a lot to like about this game. Many of the ideas are creative and the world is well-realized. Unfortunately, the combat is incredibly tedious and repetitive. The only thing I can recommend: put it on easy mode so you can do as little combat as possible, and enjoy traversing the world and the story.
Shame on the greedy higher ups at Xbox for trying to kill such a talented team and studio, to quote Hazel the protagonist of this game "sacrificed to the almighty dollar" This game is full of charm and has a beautiful story that can only be described as a rollercoaster of emotions. The dialogues are funny and flow naturally, the soundtrack is of an amazing quality, it's very obvious that a lot of love and care went into the making of this beautiful piece of art. This game reminded me of the golden age of this industry where studios weren't afraid of offering original stories and ideas instead of churning up remasters and remakes because it's safer.
I'm mainly leaning towards meh on this one. The story is not that interesting. In fact, several chapters felt more like filler (not to mention they were sooooo long). When I finally got back to the main story, I just wasn't that interested anymore. Main character felt like writer wanted to actually be her, which was a bit weird. Furthermore, despite all the filler content, it seemed like we still lacked actual closure for a lot of things. Aside from that, the gameplay feels incredibly repetitive when chapters are that long. You get into random arenas now and then where you battle the same few monsters over and over. The bosses are cool but few and far between (there's only 4 bosses in the entire game, while there's 14 chapters). The music and visuals are fantastic though. The way music is used during boss battles should definitely be repeated in other games. The accessibility options are also to be commended. If you want to play it, pick it up when it's heavily discounted.
Fantastic game! I love to see Black Southern Gothic getting more content. Reminds me of one of my favorite games "Alice: Madness Returns" in terms of gameplay and general vibe. The landscapes were beautiful and the graphics were great (most of the time). Only one scene had graphics that was... let's say retro. The captions during the chapter reads were late compared to the audio. I would 100% recommend this game to a friend.
I was really excited to play this game ever since I saw the first trailer and I even avoided all other trailers or playthroughs to avoid spoilers; however, it been really disappointing to say the least. The story is great but the game play feels like you're just walking from one cutscene to another the combat is choppy and its really easy to get trapped in animations where you get hit once and while the hit animation plays the enemy comes and hits you again where you can't do anything until you die. Major boss fights are not entertaining at all and they all have the same mechanics and nothing to separate them from each other. The story is amazing and the style even more so, but this game should have been a show instead, it feels like it was made without the gameplay in mind.
SCORE: ★★ - Disliked It THE BREAKDOWN +Gorgeous art and environmental design with a unique stop motion animation style +Hazel is a fantastic lead, with a likeable personality and fitting flaws for a teenager +The story attempts an ambitious look at the trauma and mythology of the Southern US, an underserved setting +Cinematic and visually arresting boss fights -Combat is awkward, poorly paced, and overly basic -Writing is clumsy and important themes are frequently rushed through and not given the nuance they deserve -Many of the story's crucial elements are wielded as a blunt instrument I so desperately wish I loved South of Midnight as much as I love what it's trying to do. Born and raised in Gulf Coast Texas, I'm well-acquainted with the stereotypes - some founded in fact, others not - about the deep south. I've joined neighbors who refused to evacuate from deadly hurricanes at their pre-storm barbeques, had two-faced family members put on the perfect face of southern hospitality while espousing the most rancid beliefs possible in private, and been taught that the Civil War was about 'States' Rights' from a middle school teacher who wore confederate flags whenever possible. I'm well-acquainted with the ugliness and the beauty alike, from a queer cousin who adopted racist views to fit in to a grandfather who spent his retirement doing free carpentry work across town because that was what it meant to be a good Christian. All of this is to say that South of Midnight's spotlighting of southern culture and mythology immediately appealed to me, and was a big part of why I purchased the game. An underserved setting in media, the deep south is host to rich stories and terrible trauma, and Compulsion Games' action-adventure makes a sincere effort to dive deep into both. Unfortunately, it's beset by so many problems in the process that I was never able to quite click with it. The premise is compelling enough: when a devastating flood sweeps away her home with her mother still inside, protagonist Hazel desperately attempts to chase her down, only to be confronted with a strange corruption, manifesting as twisted strands, that is slowly consuming her entire town. Discovering a set of enchanted tools in her estranged grandmother's house after the latter tries to restrain her, Hazel finds out - from a giant talking catfish, obviously - that she's a Weaver, someone who can see the Tapestry that binds creation. With her newfound powers, she sets out to not only rescue her mother, but battle the Haint spirits that are spreading and find the source of the corruption. Between the strong opening sequence and the graphics, my first impression of the game was very positive. South of Midnight is utterly GORGEOUS, with both gameplay and cutscenes boasting a stop-motion inspired animation style that works especially well for supernatural beings like the aforementioned giant catfish. It's a joy to look at and I don't have a single complaint about the aesthetic or visuals from start to finish. The creative talent is on display from both developers and cast, with the voice actors doing stellar work to bring their characters to life. The soundtrack is vibrant and fitting, blending orchestral work with banjos, flutes, and southern choirs for a very authentic sound. Unfortunately, the fantastic presentation wound up setting me up for serious disappointment. My earliest point of unpleasant friction was with the gameplay. I was halfway through the combat tutorial when I realized that attacking enemies as Hazel simply felt terrible. Despite exaggerated animations, there was no sense of impact to my blows, and enemies were difficult to read due to their often inhuman shape. Hazel does get some activated abilities to propel herself around and crowd control foes, but it's seasoning on a combat system that just doesn't feel good. The game itself isn't too challenging, and various difficulty options - including one to remove combat entirely - ensure the experience is customizable, but while I appreciate the option, there's something to be said for the fact it even had to be presented - and that it was tempting enough that I considered enabling it before long. Still, I'm one of the biggest suckers for narrative-based games in the world; some of my favorite games of all time - Banishers: Ghosts of New Eden, Enslaved: Odyssey to the West, and more - have middling combat or worse, and that didn't stop me from loving them. But as much as I tried to meet South of Midnight on its own terms, I wound up no happier with the writing than I was with the gameplay. It took me a little while to piece together exactly why I bounced so hard off South of Midnight's storytelling, but by the end of the game, I had figured it out: there's simply too many plot threads, and the narrative suffers immensely for it. See, while the framing of the story is Hazel trying to find her mother, she actually spends most of her time addressing smaller mysteries - mysteries often rooted in the generational trauma of the deep south. Part of being a Weaver is guiding the spirits of the lost and troubled to rest, and Hazel wastes little time in doing her duty, both because that's simply the kind of person she is and because these spirits often hold clues to her mother's location. There's an admirable effort to weave (heh) the primary narrative together with these side stories, but South of Midnight simply rushes through them so quickly and approaches them so bluntly that I never found myself able to get attached. For example, early in the game, that catfish I mentioned earlier is being held in the air by an enormous tree possessed by the spirit of a young man who suffered a betrayal I won't spoil here. The tale of what happened to him, discovered through a blues song that adds more lyrics as the player progresses and ghostly images of the past, is undeniably tragic...but it wound up simply not hitting for me due to a combination of the song lyrics being almost comically blunt about what had occurred and there only being a handful of flashbacks before Hazel resolved his issue. After I had freed his spirit, I felt like I'd been rushed through a rollercoaster version of a Grimm Brothers story. From start to finish the entire sequence was maybe twenty minutes - most of that spent climbing and fighting - and this just kept happening. I'd enter a new area, find out about some horrible past trauma that left a troubled spirit behind, then fix it so quickly that I had barely processed what had happened. If these were the side quests in an RPG, I'd consider them shallow but interesting, but they're effectively what strings the main plot along in South of Midnight, and the substance just isn't there. This isn't to say that South of Midnight's story is entirely bad - it has a strong final couple of chapters and some downright wonderful set pieces including a battle against a gigantic eldritch owl and a musical dance number in the underworld - but it's just too diluted and unfocused for how short the game is, trying to tell a half-dozen meaningful stories in as many hours (and that's if you don't skip the padded combat encounters). As much as I wanted to love it, I walked away dissatisfied, like I'd sampled a variety platter without ever actually having a meal to fill me up. Constantly gorgeous and occasionally brilliant, South of Midnight is a wonderful attempt at an artistic endeavor in an underserved setting, but as both a game and a story, it unfortunately disappointed me.
it's basically a reskin of Alice: Madness Returns but in a Sinners/True Blood-like setting and with a more positive vibe. so it gives a strange sad deja vu since the original Alice 2 was abandoned because of complicated rights and etc. and secondly, because South of Midnight is beautifully done as well and deserves more attention. animations, location design, music - everything is just pure art.
Beautiful story game that is somewhat let down by mediocre gameplay. The traversal gameplay is fine. Nothing you haven't seen before in other games if you play a lot of action adventures (double run, wall run, grappling hook, an ability to glide, abilities to push/pull objects to climb on/clear the way), but it's solid and will keep you enganged. The controls are very smooth. I didn't have any issues with this aspect of the game. I believe I only ever got stuck on terrain 2 or 3 times over the entire course of the game. There's some very easy platforming puzzles that require you to push/pull objects to progess, usually combined with an ability to make intangible object interactable for a while. Nothing you have to think about real hard about and clearly not the main focus of the game. The combat is unfortunately very repetitive. It's not just that you're fighting the same 5 enemy types over and over, but that every combat encounter is the same. Combat happens only in designated combat arenas. The arenas are perfectly flat, no terrain interaction. You start by fighting 2 or 3 basic enemies and more waves enemy start spawning in waves. No variation. On top of that, the combat feels very floaty, meaning there isn't much feedback to your hits. There's a handful of bosses in this game and they look great, but unfortunately pretty much all of them are gimmick fights. The only boss fight I truly enjoyed was the one in chapter 7, since it's the only one that truly feels like a fight, because it's the only boss on which you're able to unleash all your combat abilities. The games strength definitely lie in the beautiful, colourful visuals, unique art style and the narrative. There's a few awkward moments in the beginning of the game in which I feel the dialogue could have been stronger and lingered a bit more on the characters' emotions, but these are some early hiccups. The dialogue, narrative and ambient storytelling become much stronger the further you progress in the game. The visuals of the mythical locations are creatures are simply stunning and only get more gorgeous as you progress through the game.
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