In
South of Midnight you play as the appropriately named Hazel Flood, a
young woman who discovers her true calling as a ‘Weaver’ –
someone gifted with magical abilities that allow them to see and
manipulate the ‘Grand Tapestry’ of reality. When Hazel’s mother
is lost in a storm, she must use her newly discovered abilities to
try to rescue her – and along the way, uncover the dark secrets of
her own family history.
But
she also, as a weaver, has the power to heal open wounds in the
Tapestry by stitching together tears caused by powerful outbursts of
grief, loss, guilt or shame. Throughout her journey to find and save
her mother, Hazel encounters various characters and mythical
creatures burdened by their own past traumas and by collecting the
pieces of their pain, Hazel can find a way to help them.
From
a story, character and lore point of view, South of Midnight is
great. I don’t know how much of the game is based on actual
folklore, but it certainly provides a refreshing, unique and engaging
setting and mythos to explore. And Hazel is certainly a lot of fun as
a protagonist. It’s the setting, story and characters of South of
Midnight that keep you engaged and make you want to see it through –
which is a good thing, because the gameplay, sadly, does not.
I
didn’t have the highest of expectations with regard to the gameplay
of South of Midnight and I still came away disappointed. You traverse
each chapter through a combination of basic platforming and puzzle
solving. The platforming isn’t challenging and the puzzles aren’t
difficult – frankly, calling them ‘puzzles’ at all is a bit
generous.
It’s
not bad. I actually, at least early on, quite enjoyed myself as I
explored each chapter. Your main path is fairly linear, but there’s
plenty of optional trails to investigate, usually ending with one
type of collectible or another. The problem is, the platforming and
puzzles never really evolve, grow more complex or more challenging.
Which is also a problem
for the combat – the third and by far weakest pillar supporting
South of Midnight’s gameplay. Like platforming and puzzles, the
combat is very simple and it never really evolves or grows more
complex. Every fight takes place in the same circular arena. Every
fight sees the same 4-5 enemy types spawn in, and every fight sees
you simply run up and bash them until they ‘unravel’.
It’s tedious,
repetitive and incredibly easy – bumping up the difficulty just
gives enemies more health which makes things take longer. I actually
lowered the difficulty mid-way through South of Midnight in order to
rush through the fights as quickly as I could. And a few chapters
before the end, I enabled the option to skip them entirely – yes,
that’s how bad they are.
The game does give you
a few new skills as you progress but nothing that truly evolves the
combat beyond ‘run up to enemy and bash them’. The most
interesting skill is the ability to toss your cute companion –
Crouton – at an enemy to turn them into a temporary ally.
It’s a real shame,
because I feel like Hazel’s weaver skills could have formed the
basis for a more unique and engaging form of combat – maybe
something where she doesn’t fight directly, but can cast strands
across the arena to turn enemies into puppets she controls – or
you, the player controls – each with their own move sets. Maybe she
could weave strands to bind enemies, or maybe Crouton could grow in
size and do the bashing.
Just . . . give me
something more than just ‘bash, bash, bash’. If combat is going
to be a fairly frequent and key part of your experience then you need
to make it engaging and fun and progressively more complex as you go.
But South of Midnight doesn’t do that – aside from a couple of
new enemy types and rather basic Weaver abilities (like pulling
enemies towards you or pushing them away) the combat is exactly the
same from the first chapter to the last.
I
feel like South of Midnight really would have benefited by forgetting
combat entirely and instead focusing purely on platform and puzzle
challenges. That would also feel more fitting for the game as a whole
because Hazel is a weaver and a weaver’s powers are focused on
healing – not bashing. But the game has a lot of boring bashing, so
much boring bashing that I soon got sick of it and began to skip it
entirely.
But
having to skip a key part of the game isn’t a good thing. Yes, it’s
great the option is there for accessibility reasons, but it also
feels more like an acknowledgment that the combat is kind of shit.
And it didn’t have to be! Maybe it’s just a lack of experience.
But as I see it, if you can’t deliver a decent combat experience,
then maybe it would have been better to focus on and really beef up
the puzzle and platforming aspects?
The
only ‘combat’ in the game I actually enjoyed were the handful of
boss fights – but that’s because the fights play more like a
simple puzzle with a patten to solve. You don’t actually do a lot
of bashing – well, not until the final boss fight which is a very
tedious series of arena fights. I didn’t skip those because I
wanted to see if the game would offer something more unique like the
previous bosses – but it doesn’t. It’s like they just ran out
of ideas.
In
terms of visuals, South of Midnight looks fantastic. I love the style
and animation. I love the creatures you encounter and Crouton is
adorable – even if you only ever use him to run through very short,
very linear little hollows to collect or activate something.
It’s
funny the first time you toss the little fella to somewhere you can’t
reach on foot, but there’s only a handful of situations where
that’s necessary. Crouton and how you utilise him to progress –
opening new paths or solving puzzles – could have been another
mechanic that grew more complex and clever. But like everything else,
it just doesn’t evolve at all. Its another (very) annoying missed
opportunity.
I
found South of Midnight incredibly frustrating to play – not so
much disappointing – just frustrating. Because there’s some
really great stuff in here. Story, visuals, characters, setting, lore
– and some great music that ties cleverly into the gameplay during
the handful of boss fights. And the basic gameplay mechanics are here
– platforming, puzzles (plus Crouton) and even combat (if the game
really embraced the ‘weaver’ aspect) – but it doesn’t do
anything engaging with them. They all work, they’re all functional.
They let you move from A to B but that’s all they do. And I need
more than just ‘functional’ to my gameplay, despite how great all
the other aspects might be.
Overall,
South of Midnight delivers a great experience in terms of story,
characters and setting, but a very poor gameplay experience. It’s
so frustrating because the building blocks are here, they just don’t
get utilised in a way that the game needs. As a result, it’s really
hard to recommend South of Midnight and I really hate saying that
because the story and character stuff deserves a wider audience.
Maybe get it on sale and just skip all the combat. It’s not ideal,
but you’ll probably have a better time.
6/10