
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
I wanted to like this one [i]so[/i] badly. Southern Gothic fantasy adventure about a girl trying to save her mom? Folklore of the Deep South? This is a great concept. It should be amazing. Unfortunately, lackluster combat, repetitive level design, and a somewhat distractible narrative fail to bring it home. [h3]Where it Works:[/h3] For the first three hours or so, I thought this was going to be a glowing review. I love the artstyle, even the weird faux-stop motion thing they do in cutscenes (This is also present in gameplay, but thankfully you can--and probably should--disable it there; it's a bit headache-inducing). In a sea of attempted photorealism, [i]South of Midnight[/i]'s stylization stands out in a good way. This also extends to the environments, which are lovely and varied. The soundtrack is excellent. Not quite my jam for the work commute, but very fitting for the game's story and setting. Olivier Deriviere deserves some nice recognition for composing it. General performance was also solid. I didn't encounter any lag, crashes, etc. Environments were well-bounded; I didn't fall through the map or get irreversibly stuck on/in terrain. I should note that I was mostly playing on the Ultra preset with no accessibility modifiers (of which there are many; another highlight). Before I get into the criticism, I want to say that the main story isn't [i]bad,[/i] though I found it a bit predictable. In fact, I think the narrative is strongest when it's focused on Hazel's search. Which brings me to what [i]doesn't[/i] work. [h3]Where it Falls Apart:[/h3] It doesn't take long before Hazel starts going on sidequests--not in the traditional sense, as they're required for plot progression, but in the sense of being a bit distracting from the main plotline. The first time Hazel clears away manifestations of guilt, pain, and suffering to start healing the hurts of the past, uncovering dark secrets in the process I thought "oh, kind of like Kena." Except Kena did it better. In true Southern Gothic form, SoM tackles the darker parts of Southern history, poverty, and loss... but ultimately it all kind of comes back to abuse and murder in various forms. The first time, it hits. And then you see it again, and again, and again... And while the game tries to make several of these stories personal for Hazel, most of the time it just doesn't quite land. By the seventh hour I had been solidly reminded of the banality of evil, and I was only halfway through the game. And yet an unfocused story can still be saved if the gameplay is good! Unfortunately, SoM's combat design is just... boring. Oh, it works. But it's a lot of just hitting X over and over again while occasionally dodging. Additional abilities are nice, but unnecessary as new enemies don't require special treatment, they just alter your target priority. In one chapter, you temporarily lose all your 'spells.' Their absence was utterly unremarkable. As for the movement and platforming, it's got all the elements to be enjoyable, and sometimes it is. But each area has an obligatory chase sequence and after the second time the tension is gone. Obstacles and platforms are fairly static. Combined, it leads to a very repetitious experience. Around hour 12, I was reflecting on what I wanted to say, and it struck me that even though the zones all look distinct from each other, they all play exactly the same. "Complete x combat areas while hearing about a terrible thing, run from fog, click a thing to hear the rest of the terrible thing, bossfight or cutscene." And you do this over and over and over again ad nauseum. I suppose if you're the sort who just wants to play a very pretty, linear action-adventure game, you might enjoy this. It's not the worst game out there. But I think it overstays its welcome. It needed a tighter story, or better combat, possibly both.
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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.
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Игра была недоступна в РФ, прошёл на релизе (больше года назад), отзыв поэтому написать сразу не было возможности. А воспоминания уже не так свежи :). Проект классный, пусть это и западная мифология, но красиво, завораживающе, интересная боёвка и, главное, враги. Один крокодил чего стоит :). В общем, до сих пор приятное послевкусие, однозначно рекомендую.
So first off the art and music for this game are absolutely amazing. I'm from Southeast Louisiana, and I can say they really managed to capture the magic, mystery, and history of our culture. The story is also absolutely amazing. I found myself immersed and wanting more. It was cool to see our folklore brought to life. The story, art, and music are a 9/10 for me. My only feedback, and issue is that the combat, mechanics, and platforming are repetitive. The general flow for a new area is the same, do x, y, z and predictable. The story is so good and the lore bits throughout really did good world building, but it would of been cool to have more to explore!!! Such a beautiful world, but it was somewhat on rails so to speak akin to a Ratchet and Clank or a Crash game. I think expanding the world simular to God of War could of added more depth. The combat mechanics were neat and interesting, with many different ways to combo and use skills, but there weren't a lot of enemy types to toy with. The boss fights were also a very predictable x, y ,z, repeat flow. Though, I did enjoy them! I would definately like to see the devs take on more games like this but improve the combat and open up the world a bit and change up the flow of things. Predictable isn't bad, because it feels like the game is really just a conduit for the story, but the combat and game world have a lot of potential that is untapped to keep people wanting to come back for more. Overall, I hope people give this game a chance to enjoy the story it tells and get a taste of our Southeastern Louisiana culture. Thank you devs for using this game as a platform to explore our culture and story.
Классный экшен-платформер с динамически меняющимся саундтреком, отменным визуальным стилем и нетривиальным сеттингом. Рекомендую!
Я очень люблю произведения, которые позволяют окунуться в чуждую для себя культуру и её фольклор. Это особенно примечательно для видео игр, так как есть возможность прямого взаимодействия, что усиливает эффект погружения. South of Midnight как раз из тех игр, разработчики которой любят свою культуру и пропитали ею всё произведение. Она основана на фольклоре Южной Америки, преимущественно темнокожего народа. Главная героиня Хейзел отправляется на поиски матери, дом с которой унесло водой во время урагана. По пути к цели ей предстоит столкнуться с мистическим миром, окутанным легендами, о которых она слышала в детстве. Каждая глава рассказывает о трагедии определённого места, распутывая которую Хейзел будет стараться унять повисшую в воздухе боль и разрешать незавершённость дел сверхъестественных созданий. Общая картина истории игры повествует о человеческих грехах, которые приводят к ужасающим последствиям, что влияет на благополучие как земель, так и его населения. Сюжет игры это урок для каждого из нас быть способным взять ответственность за свои поступки, чтобы за них не пришлось расплачиваться невинным. Геймплейно игра получилась простеньким экшном от третьего лица с элементарными секциями платформинга. Но несмотря на это, играется South of Midnight достаточно увлекательно и хотя разнообразие игрового процесса быстро достигает своего пика, это не успевает надоесть благодаря небольшой продолжительности игры. Наибольшую похвалу в игре заслуживают визуальный стиль и музыкальное исполнение. South of Midnight анимирована как stop-motion мультик и это видно не только в кат-сценах, но и в самом геймплее, что придаёт неповторимость этому проекту. Музыка насыщенна оригинальными композициями и песнями, причём песни рассказывают целые истории, связанные с происходящим в игре. Музыка очень умело задаёт тон повествованию и игровому процессу, что подначивает тебя как игрока постоянно двигаться вперёд, чтобы услышать и увидеть ещё больше, что может предоставить игра. Незабываемое приключение в новый и безумно интересный мир, который был создан кропотливыми трудом и любовью команды энтузиастов. Именно из под пера подобных разработчиков выходят самые настоящие шедевры.
[h1] Touching and Unresponsive [/h1] A small preface: this is not some review bomb from a Microslop hater. You can check my playtime, my achievements, to see that I have went through the game rather thoroughly. South of Midnight occupies this awkward spot between AAA blockbusters, with thousands of man-hours and millions of green bills poured into it, with a matching price-tag attached to it; where you expect (and frequently fail to receive) the quality fitting the RSP. Games designed by a committee and PR department, with any "friction" sanded off in an attempt to satisfy the widest possible audience. And, on the other side of the spectrum, small indie productions, where jank and imperfect UX might be overlooked, as you feel the love and dedication poured into that game in buckets. South of Midnight carries this passion and vision in its palm - as its glaring problems. Which, under different circumstances, might be forgiven… but then it also has the “Xbox Games Studios” label attached to it, sort of generating a different set of expectations in regards to its execution. It is a perfect “Double A” game. And, in a parallel universe, I probably would climb and make my stand on the hill of “there is a place for AA titles” stance, praising the vision of smaller studios under the not-so-protective umbrella of huge corporations. Trying to be as objective as possible, I need to admit South of Midnight is at least a 7/10 product; and, thanks to its own uniqueness, should deserve at least a “buy on sale” recommendation. Soooo why the negative review? First, let me shower some praise. This game has a most charming (and perhaps somewhat peculiar) art direction. The graphics are - for the calling price - quite gorgeous, with the art style not too dissimilar from that of “We Happy Few” (read: lanky human shapes, exaggerated facial features, saturated colours). The soundtrack is pretty spectacular, while sound direction has already received numerous compliments. All this together merges to create a real love letter towards the so-called “Deep South” of the US, blending various different tropes, biomes, legendariums into a one, 10-15h adventure, wrapped in a “we have Horizon Zero Dawn at home” clothes. If that comment above sounds sassy…it kind of was supposed to be. South of Midnight shares plenty with the modern take on “adventure / exploration” games, more than just its female protagonist that. simply. can’t. shut. up. sometimes. It is in no way an open world though, and the player progression is limited to a rather simple set of 4 spells and one “general” skilltree. The maps are rather linear, with some hidden exploration; there is some climbing (surprisingly - not using the dreaded “yellow paint”), double-jumping, mandatory para-gliding and even a wee companion to do our bidding. All this is undeveloped compared to its better contemporaries, and rather serves as a simple set-piece for the aforementioned love-letter to the setting, to the protagonist’s story and her adventure. The thing is… this adventure is fraught with plenty of frustration. Somewhat boring level design, rather repetitive combat and uninspired boss fights were mentioned in the reviews before. But for me the biggest sin of them all are [b] the. most. clunky [/b] controls and camera work I have experienced in the last couple of years. Combat is the biggest victim of it all. There are games, where “action” takes the backseat, compared to a given game story, vibe, art. Yet it is still palatable. Here, it is actually a source of friction, where spotting the next combat area makes one sigh “oh no, not again”. The game apparently has some hidden dice throwing mechanism, deciding when it will react to your prompts, and when it will not. “Oh, did you hit E wishing to untangle that enemy? Bad luck, try again. Oh, I am sorry, I cast the spell instead”. “Oh, you wanted to take control over THAT enemy? Heh, no joy, I targeted this one instead. Should have camera-locked on it instead, sucker! What’s that? That fixed camera is janky and half of the time blocks half of the screen with something else? Well, tough luck boyo”. Well, eefff you too game. Those little splinters get under your skin as the game progresses; and they are not limited to combat alone, affecting exploration as well, or even finding lore tidbits, that sometimes cant be clicked until you stand in precisely THAT one spot. Worst of all, they sour the overall experience. South of Midnight has some pretty beautiful moments; it can hit you right in the feels. But then it all dissipated like a dream in the morning, because I had to again suffer through some combat encounter; or spend 30 seconds wiggling around a crevasse, until the game allowed me to squeeze through it. The thing is - continuing with that splinter metaphor, at some point they start festering and infecting the space around them. I realized myself after a while that I started being more critical about other parts of the game - like the story, main character, simply because I felt jarred by the other side of this experience. And that is the biggest shame, since the other aspects of this game do deserve praise. Yet, something has failed, failed big-time in the overall game direction. I cannot say whether it is a skill-issue, a budget shortage, unbreakable deadlines; or all things combined. But at the end, someone has looked at this game and decided “its good for release as it is, customer experience be damned”. That someone, I presume, is Xbox Games. And because of that - I leave a negative review. Its not a vote of no confidence towards Compulsion Games; in all honesty, I would love to see more stories from that setting, be it with Hazel Flood or without her at the helm. And I am aware that this game has underperformed, most likely negating any chances for a sequel, so leaving a “negative” review is rather counter-productive (as if Phil Spen… pardon, Asha Sharma would be reading individual Steam reviews). Yet, there comes a certain expectation towards a game released under a specific brand. But even worse - I cannot forgive having a rather splendid experience in regards to the world-building, art direction etc., getting spoiled by simple, 2000’s era frustrations with controls and camera work. If Steam would allow it, most likely I would leave a “mixed” review. Since it does not - it is a “thumbs down” one, but with a hearty wish, that Compulsion gets better… as do their corporate overlords.
One of the best games ive played! Atmosphere and landscape is gorgeous and the story is not only beautiful but amazingly paced! Nothing feels rushed or like it drags on, which is a hard thing to manage sometimes. The character designs are utterly gorgeous and I like the range of biomes and diversity in nature, just beautiful
This game is highly inspired by southern folklore and the like. I really enjoyed my time with it, and recommend it to anyone interested in the culture. I do have some gripes with the game, mainly on how the nose it is on some of its stories. The ending for bunny is also kinda lack luster, but its still enjoyable for its core themes. 7/10
Fantastic story. Combat is a bit repetitive. Ended up just putting it on story difficulty. Platforming elements are fun enough. The story and music really carry it. Got on sale and definitely worth it. Not sure I'd pay full cost. Took me about 14hrs and that was a great experience. The story really is superb and worth a playthrough just for that. The M rating is really just for language and doesn't feel totally deserved. Great game for teens, I think, to help them think through a lot of very genuine and deep issues in a way that's thoughtful and approachable and real.
[h3]We need more games like [b]South of Midnight[/b].[/h3] The PS1 and PS2 eras were filled with amazing and unique games. This game like one of this games has a straightforward action platformer gameplay with a astonishing visual style, stunning music, and touching stories. If you're a fan of good old games like Psychonauts or appreciate modern Kena and the games of Josef Fares (It takes two, Split/Fiction), then give this game a try. And if you liked this one, try the games above if you haven't already.
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