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South of Midnight Review – A Southern Gothic Dream

Platform(s): Xbox Series X | S (version reviewed), PC
Genre: Southern Gothic Action-Adventure 

Every once in a while, a game comes along that is so visually striking you can’t help but stare at it like a deer caught in headlights. South of Midnight is that game. The moment you step into Prospero, its fictional Deep South town where folklore and reality intertwine, you know you’re in for something special.

This isn’t your usual “creepy swamp with ghosts” affair. The game oozes Southern Gothic charm, weaving together the supernatural with real human struggles. Abandonment, loss, trauma—it’s all here, wrapped in a handcrafted art style that looks like stop-motion animation brought to life. The jittery, imperfect movements give the world a dreamlike quality, as if you’re playing through a storybook that’s slowly coming apart at the seams.

And let’s get one thing straight—this is not a kid’s game. Yes, it might look like something ripped straight out of a beautifully illustrated children’s book, but don’t be fooled. Between the F-bombs and a story dripping with betrayal, abuse, and loss, South of Midnight isn’t just dabbling in dark themes—it’s wading knee-deep in them. If you want the full breakdown of just how much it all works (or doesn’t), check out our full Loot or Leave It video review, where I take a much closer look at what makes this game tick.

 

Weavin’ a Tale Worth Telling?

So far, so good. But when we get to the gameplay, South of Midnight starts to unravel a bit. The big hook (pun intended) is Hazel Flood’s role as a Weaver—a being who can mend broken bonds and spirits using actual weaving tools. The mechanics sound fantastic on paper: you collect weaving hooks, a spindle, and a distaff, each unlocking new traversal and combat abilities. The hooks let you attack and run along walls, the spindle ties enemies down and creates objects, and the distaff lets you manipulate energy in the world.

The problem? It all feels a bit… limited. The combat is polished but lacking variety, and traversal—while satisfying at first—never really expands beyond what you learn in the first few hours. You end up doing the same things over and over, and for a game set in such an imaginative world, it feels like there was so much more potential to play around with.

And then there are the boss fights. There are exactly four in the game, and they all follow the same paint-by-numbers formula. Different phases? Check. Repetitive attack patterns? Double-check. Dialogue changes in later stages to make you think the fight has evolved when it really hasn’t? Yep. The final boss, Kooshma, is the only one who feels like the developers actually tried something a bit different, but even then, it’s not enough to save the rest.

 

Little Frayed at the Edges

One thing that really caught me off guard was how short the game is. If you beeline through the main story, you’ll finish it in 7-8 hours—far shorter than the expected 10-15 hours. Now, I’m all for concise storytelling, but when you compare it to other single-player action-adventure games in the industry, it’s definitely on the shorter side.

And here’s the real kicker: there’s no replayability. Yes, you can revisit chapters, but only if you overwrite your save file—which means no experimenting with different choices or story paths (because there aren’t any). If you want to explore every nook and cranny, do it on your first run, because once you hit the credits, there’s little reason to come back. No alternate endings, no post-game surprises—just the satisfaction of knowing you’ve unravelled the story and that’s that.

 

A Tune to Tie It All Together

Now, I might not be a music connoisseur, but I know when a soundtrack slaps. And let me tell you, South of Midnight delivers.

The score doesn’t just set the mood, it immerses you completely in the Deep South’s rich cultural landscape. There’s this perfect blend of folk, blues, and eerie melodies that makes the world feel alive. Even when the gameplay starts to feel repetitive, the soundtrack ensures that the vibe remains on point.

 

A Well-Woven But Frayed Yarn

So, where does that leave us? Well, South of Midnight is a visually stunning, atmospheric game with a great concept, but falls short in execution. The story and setting? Brilliant. The mechanics? Solid but underdeveloped. The boss fights? Repetitive. The length? Shorter than expected.

It’s one of those games that could’ve been truly special with just a bit more depth and variety. But as it stands, it’s a good game—just not a great one.

That said, if you’re intrigued, I highly recommend checking out our full Loot or Leave It video review—where I go into even more detail, complain about the boss fights, and try not to get tangled in the metaphorical threads of disappointment.

Pros

  • Breathtaking art style.
  • Southern Gothic atmosphere is perfection. Deep, eerie, and dripping with folklore.
  • Mature story with surprisingly heavy themes.
  • Combat and traversal feel tight and responsive.
  • Fantastic soundtrack that sets the perfect tone.

Cons

  • Little to no replayability – No branching paths, no alternative endings.
  • Boss fights are repetitive and uninspired.
  • Game is shorter than expected – Feels like it ends just as it’s getting started.
  • Gameplay loop lacks variety – Great mechanics, not enough expansion.
  • Chapter select overwrites saves – So plan your exploration carefully.

 

Final Score: 70/100


Review code provided by publisher. 

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