South of Midnight is a Brilliant Setting, but the Game Needs More Work
Spider-Man.
That’s what we felt we were playing a derivative of for the first 20-or-so minutes of South of Midnight -- a game we’ve been champing at the bit to get into ever since that tantalising and haunting debut trailer a few years back, starring Shakin’ Bones. The setting and its unique mythology and its equally important music… all of it spoke to us and Compulsion, as a freshly-acquired (then) Microsoft studio looked like it had a point to prove after the mixed affair that was We Happy Few.
So, being granted access to a chapter of the game was met, from us, with unbridled enthusiasm, of the Billy Mumphrey variety and we set out to collect… bottles.
Yep, bottles.
The thing with South of Midnight is that “unique mythology” is one of the more contemporary collections of cultural traditions, superstitions and situational lore we have in the modern world, but because of its isolation and age against the more studied and well-known mythologies throughout antiquity, it’s kind of still an unknown, or is maybe just glossed over. A “bottle tree”, for example, is something most of us would look at as either a crazy cook just busying themselves like so many can collectors out there, or kids being creative in the vandalism, art or vandalism-as-art stakes. What we learn through South of Midnight, however, is that a bottle tree is actually designed to ward off evil spirits (in most cases) and that each bottle on said tree once housed bad or even traumatic memories in need of being purged, the purged bottle subsequently becoming a totem to fight back those evil spirits because it’s now a pure vessel.
In videogame terms, this sets our fish-out-of-water protagonist (pun intended), Hazel, fetch-quest-type tasks that also involve, again pun intended, combat bottlenecks that need to be cleared before those traumas can be addressed. As we progress a narrative thread unravels (more puns) and the Gothic nature of this playspace and its embedded history, dark and light, reveals itself as a rich tapestry of the weird and wonderful and, at times, quite evil. Hazel herself represents that light and is a commonsense-writ heroine capable of changing the landscape from catastrophe-addled muck to one of regrowth and hope. But, let’s back up a bit and leave the bottles to the trees for now and talk about that Spider-Man assertion above.
South of Midnight
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