In 2018, Xbox acquired developer Complusion Games, makers of Contrast and We Happy Few. Now, seven years later, their first game (South of Midnight) released as part of Xbox Games Studio is here.
South of Midnight weaves beauty and chaos together to create an unforgettable journey.
Critters and Weavers
South of Midnight’s world is both beautiful and haunting. It pulls from the Deep South mythos, using the games setting to inspire its world and characters. From giant talking catfish to a big ole gator. You will meet all manner of friend and foe here and you’ll remember each and every one of them.

This world isn’t just there as a backdrop. Compulsion didn’t pick the south because they thought it would make for a pretty setting. They clearly were inspired and seen the potential of a part of the world we don’t see too often in gaming. You feel it with every inch you explore.
In terms of story, Compulsion nails the narrative in this game. Characters are the heart and soul of South of Midnight and the writing is so good that even side characters stories pack a punch. From notes you find in the world, to character sub-plots, and even cows trapped on top of barns floating in flood waters. The world, although mystical, feels real, adding weight and depth to everyone and thing you meet.
You play as Hazel, a young woman determined to do anything to save her Mom. Throughout her journey she uncovers more about herself, her families history, and what it means to be a weaver.

Hazel is a great main character, elevated by a strong performance from her voice actress Adriyan Rae. The catfish, voiced by Walt Roberts was another standout for me as well as Laurent voiced by Joel Steingold. All of the performances in this game are amazing, enough good things can’t be said about the voice acting.
Haint No Grave
It’s not all about story in South of Midnight. Gameplay is a big part of the experience here. It is by no means super complex but I found myself enjoying the combat more than I thought I would.
It’s a really fun system, one that can and should be expanded upon in a sequel. It has all of the basics of a modern combat system you’d expect. Attack with the X button, press B to dodge, and use those abilities as you battle the enemies known as “Haints”.
Combat never happens at random, you always know you’re about to enter battle when you see an arena of blight (stigma) ahead of you. You enter, kill the bad guys, and purge the blight. After the blight is gone, flowers bloom around, as if the earth itself is thanking you for cleansing the corruption.

I understand why they did this, however, I would much prefer enemies scattered throughout. It would make encounters more lively, fighting in open space as opposed to a condensed arena.
This also presents problems for the game. The most glaring is repetitiveness. Not only with combat but with the structure itself. The game shows you many of its ideas in the beginning chapters, and continues using them without much changing the rest of the way.
It is one of the major flaws of South of Midnight. Combat remains fun but encounters and enemy variety don’t change much later in the game.
The Ballad of Two-Toed-Tom
Perhaps the strongest aspects of South of Midnight is its aesthetic and sound. The art-style is one of the prettiest, most unique things I’ve seen in gaming. The way this world and its characters look, move, and feel encapsulates the beauty of art.
Combine that with one of the best and most unique soundtracks I’ve heard, and you’ve got a winner. Hearing rugged guitars and banjos used so eloquently is outstanding.
My favorite thing about the soundtrack is how they deliver it. When you are approaching a boss, you’ll hear bits and pieces of the theme, teasing you of its whereabouts.
As you approach that big ole gator Two-Toed-Tom you hear the words being sung to you “Two-Toed-Tom, Two-Toed-Tom” with a soft ominous instrumental arrangement in the background. Then, once you come face to face with Tom and his two toes, you hear the full song.

I can’t quite convey how well this is executed. To put it in the best words I can, South of Midnight is a spectacle of senses.
Conclusion
South of Midnight represents everything gaming is about. Gaming at its core is a true amalgamation of all major art-forms. Music, visuals, story, art-style. The ability to take all of those and make something that stands out is no easy feat.
South of Midnight not only accomplishes it, it excels at it. Compulsion poured their hearts into making something they were truly passionate about. You feel it every second of it you play.
From the stop motion intro when you load up the game, to the heart-wrenching stories of the people you meet. This world matters to the developers, which in turn makes it matter to you.
They have crafted a world ripe for adventure, characters, and future storytelling. There’s so much potential here, I hope Xbox continues to invest in this world and studio.
South of Midnight is a must play.













































