South of Midnight grabbed my attention as soon as its first trailer was released, drawing me in with its stop-motion-inspired art style and a narrative rooted in the culture and myths of the American South. Up until now, developer Compulsion Games has been tight-lipped about the gameplay mechanics of South of Midnight, so I was thrilled when the studio offered me a chance to see the game in action. The demo was brief and, regrettably, hands-off, so I still haven't experienced the actual gameplay. However, based on what I observed, the game evoked memories of my time with Kena: Bridge of Spirits—South of Midnight appears to be an action-adventure game reminiscent of the PS2 era, quite different from Compulsion Games' previous titles like Contrast and We Happy Few.

In South of Midnight, you take on the role of Hazel, a woman whose hometown of Prospero is devastated by a hurricane. Hazel discovers she is a Weaver, a magician-like figure who can dispel corruption and mend the fractured bonds of her community. She sets out to find her mother, who was swept away during the storm. Hazel employs her magical weaving abilities to dismantle foes, navigate through platforms with acrobatic flair, and solve puzzles. Each major story arc involves Hazel uncovering the legends surrounding a creature—sometimes an animal, other times a person—that has attained an otherworldly status due to past traumas, transforming them into mythical monsters. Hazel's mission is to understand and ultimately defeat these creatures.

The premise strongly resembles Bridge of Spirits, with Hazel's quest to explore the trauma and backstories of the creatures threatening her home leading to the cleansing of the area, much like Kena's battles against the Rot and the lingering spirits of the traumatized. Like Bridge of Spirits, South of Midnight draws from a culture seldom explored in video games—this time, the American South instead of Bali (a province in Indonesia). South of Midnight seems to be a contemporary take on the action-adventure genre of the mid-2000s. The demo I watched featured Hazel using combos to fend off groups of enemies, navigating between landmarks, completing optional challenges to unlock collectibles, and engaging in a boss fight with a larger-than-life monster. Although I haven't played the game, it appears to be a familiar type of game that I've enjoyed in the past. What intrigues me most is how the gothic-fantasy themes and Deep South setting will influence the world design, as that could be what sets this game apart from its peers.

Game director Jasmin Roy explained to GameSpot that the South's influence on gameplay was primarily seen in three areas: the world itself, the various regions with different biomes and spaces to navigate, and the integration of magical realism with the fantasy elements of the setting. Roy described South of Midnight as a more linear experience, with players moving from one area to another. The region's influence shaped the game's feature set, gameplay loop, and mechanics. While some gameplay loops repeat, they are narrative-driven and vary depending on the creature and region. Hazel's encounters with creatures are not always about combat; they can involve narrative choices, puzzle-solving, platforming, or other challenges related to the creature's issues.

The discussion about trauma during the event raised some concerns for me, as terms like 'resolve' and 'fix' were used frequently. The preview event did not provide an example of how Hazel would address trauma, and the developers were vague on this subject. Given that South of Midnight draws inspiration from the Deep South, a region with long-standing intergenerational trauma, I approach this aspect of the game with caution. However, the rest of the event showcased Compulsion Games' respect and care for other aspects of the American South, such as ambiance, landmarks, music, and language. It's possible that the studio has handled trauma themes with similar care but is not yet ready to reveal how these storylines unfold.

Art director Whitney Clayton clarified that the mythical creatures and stories of trauma in South of Midnight are folktales with universal messages. As Hazel's journey progresses, these legends become less surprising, reflecting the magic-realism angle. The creatures' stories are deeply tied to the land and history, offering high-level allegorical messages.

Having glimpsed a bit of what South of Midnight has to offer, I'm mostly excited—I loved Kena: Bridge of Spirits, and another game in that vein is right up my alley. However, I do have some concerns about the story that I hope will be addressed. South of Midnight is slated for release on Xbox Series X|S and PC in 2025.

Source link:   https://www.gamespot.com