Preview: South of Midnight

by K. Asante

Hey everybody, this is K. Asante, and through some unusual circumstances—and a bit of sheer luck—I’ve gotten the opportunity to preview one of my most anticipated games of the year.

Before we dive in, I have to give a huge shoutout to Compulsion Games, their PR team, and Xbox for giving me access to this preview.Now, without further ado, and with the embargo officially lifted, here are my impressions of South of Midnight.

First Impressions

This game has been on my radar since its reveal trailer. Everything about it—from the subject matter, which holds deep cultural significance for me, to the striking art style and stop-motion animation reminiscent of Kena: Bridge of Spirits and Spider-Man: Into the Spider-Verse—immediately caught my attention. And then there’s the music, which isn’t just a background element but an essential part of the experience.

Needless to say, South of Midnight had some big shoes to fill while I waited for preview day—and ultimately, its full release. But after playing through the preview three times before gathering my thoughts, I have to say: this game is shaping up to be something truly special.

The Opening Sequence

The preview kicks off with a short stop-motion piece that perfectly sets the tone—artistic, eerie, sometimes unsettling, yet oddly inviting.

From there, we’re introduced to a narrator with a thick Cajun-English accent, setting the stage. You play as Hazel, the protagonist, who is making her way through a forest along the river, hoping to find what’s left of her home after a devastating storm. More importantly, she’s searching for her mother, who was inside when the storm hit.

As she ventures deeper, Hazel begins to see spirits and discovers strange new abilities that aid her journey. Then, we meet the narrator himself—a massive talking catfish.

Storytelling & Worldbuilding

One of the first things that struck me was how the game delivers its story.

In this world, human pain twists reality, and locations where injustices occurred give birth to corrupting forces called Haints. The game illustrates this through the tragic story of a character named Benji—showing how he ended up in his current state and how you, as a Weaver, have the ability to correct old injustices and ease lingering pain.

Even in this short preview, the storytelling feels deep and layered, incorporating fables, folklore, and real human emotions. The subject matter is handled with maturity and respect, making it all the more impactful.

And the voice acting; Phenomenal. The Cajun accent is not just a gimmick—it feels authentic, which is refreshing, especially in a medium where we rarely hear it. Hearing it come from a massive, talking catfish? Even better.

Gameplay: Traversal, Platforming & Combat

I’ve always been a fan of games with great locomotion and traversal, and once you unlock all the movement abilities, South of Midnight firmly establishes itself as a contender among the best in the genre.

  • Dash, wall-run, glide—the game gives you plenty of tools to keep moving and avoid touching the ground.
  • The platforming was a pleasant surprise. I didn’t expect it to be such a major element, but the way it’s designed—hiding collectibles in seemingly unreachable spots—makes every successful climb feel like a mini victory.

Combat, on the other hand, took some warming up to.

  • My first experience with it felt a bit clunky, but I suspect that’s because the preview drops you into the middle of the game and even with the brief tutorial it felt a bit jarring at first.
  • On subsequent playthroughs, I started to appreciate it more. You have a mix of spells (to pull, push, or stun enemies) and melee attacks, giving you multiple ways to approach encounters.

My biggest nitpick is the combat arenas—you enter a section of the map, and an event triggers, sealing you in with waves of enemies. While it ramps up the intensity, it can also feel cramped at times, depending on the encounter.

Visuals & Art Style

Visually, South of Midnight is stunning.

The world has a painterly, artistic look—sometimes veering into darker, eerie territory, but mostly vibrant and colorful. The exaggerated character designs and Hazel’s stop-motion movements blend seamlessly, making the game feel distinct and immersive.

Music & Sound Design

Music isn’t just an afterthought here—it’s woven into the very fabric of the game.

  • In some cases, music delivers lore and story context, enhancing the experience in ways you don’t always notice at first.
  • Walking into certain areas triggers perfectly timed “needle drops”, setting the mood and giving subtle narrative cues.
  • One of the most powerful moments was how the story of Benji was told—without spoiling anything, I’ll just say the way music complemented the emotional beats was masterful.

It’s all handled with such style and subtlety that if you’re not paying attention, you might not even realize how much it’s influencing your experience.

Technical Issues & Final Thoughts

Of course, this is a preview build, so I expected some rough edges that will undoubtedly  be smoothed out before launch. But for the sake of full transparency:

  • Screen tearing was noticeable in some sections.
  • Some models lacked full detail, particularly in ghost world sequences, making certain scenes feel unfinished.

That said, none of these issues dampened my excitement.

Compulsion Games has clearly put a lot of care and respect into this project—both in terms of cultural representation and gameplay design. The traversal system is a highlight, the storytelling is compelling, and the art direction makes the game stand out.

I can’t wait to see if South of Midnight sticks the landing, but from what I’ve played so far—this game is something special.

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