Video summary
South of Midnight is the latest title from Compulsion Games, a studio known for creating visually stunning but mechanically flawed games that often struggle to balance their ambitious artistic visions with playable mechanics. As part of Xbox's Game Pass library, this adventure game continues the developer's pattern where exceptional art direction and narrative concepts are undermined by poor execution in gameplay systems. The reviewer notes that while the previous titles from Compulsion faced criticism for bugs and floaty movement, South of Midnight presents a unique aesthetic inspired by *Into the Spider-Verse* with stylized graphics that create an otherworldly atmosphere. However, this visual brilliance is not enough to save the game from its fundamental issues, as the core gameplay loop feels like an afterthought bolted onto a beautiful shell rather than being fully integrated into the experience.
The narrative of South of Midnight tackles heavy themes such as social worker burnout, slavery, and trauma healing through a concept where players physically untie knots to resolve character conflicts. While these ideas are intriguing on paper, the game fails to explore their deeper implications or provide satisfying resolutions to its own plot points, often leaving significant emotional beats unresolved or ignored entirely. A major complaint regarding the storytelling is the excessive amount of internal dialogue from the protagonist, Hazel, who constantly narrates her feelings and thoughts without pause. This relentless commentary prevents players from taking time to appreciate the stunning environment and forces them through a linear path that offers no meaningful choices, effectively turning what could be an immersive experience into a guided tour where every moment is dictated by forced exposition rather than player discovery.
Beyond its narrative flaws, the gameplay in South of Midnight suffers from clunky controls, ineffective lock-on systems, and repetitive combat encounters that feel shallow despite being set in a richly designed world. The platforming sections are described as meaningless filler tasks that rarely challenge the player or utilize the impressive movement mechanics like air dashes and glides effectively. Even when not engaging with enemies, players find themselves stuck on simple puzzles or forced to perform trivial ledge climbing just to pad out the runtime without adding depth to the experience. Ultimately, while South of Midnight is considered Compulsion's best work due to its superior art style and interesting premise compared to their earlier titles like *We Happy Few*, it remains a mediocre product that struggles to justify its full price tag on Steam, offering perhaps only partial value for those interested solely in experiencing its unique visual world.
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Well, everyone, it's been a while since
my last video. I know. I kind of spent
most of my time building a recording
studio in my garage so that I can record
drums and get a decent sound. And
actually, this is the first video that
I'm doing voice over in out there. So, I
don't know. We'll see if it sounds any
different. And I played Assassin's Creed
Shadows and I thought about making a
video about it, but by the time I quit,
like 2/3 of the way through, I ended up
thinking that there wasn't actually much
to say that I haven't said about
Assassin's Creed before. The map is
still way, way, way too big. The two
protagonist thing is actually badly
implemented. And the game's too
repetitive with barely above average
combat. You know, at the end of the day,
the game is fine. Not bad enough to be
worth talking about, and not nearly good
enough to be worth talking about, and
not really even remotely interesting
enough to be worth talking about. It's
fine, I guess. And I mean, it's fine, I
guess, isn't a particularly compelling
video to watch or definitely not one to
write. Uh, I played Kazan, the first
Berserker, and that game is amazing and
maybe worth a video because it's the
first ever Neolike. But as I was about
to start writing about it, South of
Midnight came out, and I was like, you
know what? Let me just finish this and
see what's what. And this game is
interesting enough to talk about because
South of Midnight has some stuff that's
really good and a bunch of stuff that is
really bad. So today, let's have a short
discussion about Xbox's latest firstp
party Game Pass title, South of
Midnight. And hey, if you like what I
had to say or how I sound saying it, do
us both a favor and like, share, sub,
yada yada yada. South of Midnight after
the logo.
A Compulsion for Great
Ideas. South of Midnight is the second
game from Compulsion, and we need to
take a second to talk about this
developer because while each of their
games are extremely different from each
other, they all also have strangely
similar problems. Compulsion was founded
by a developer who left Arcane Studios
to make his own business. And in 2013,
they released their first game,
Contrast. I didn't hear of this game
when it came out, but funny enough, a
few years ago, I went to my daughter's
room to demand that she clean up the
mess she made in the kitchen again, and
she was playing a game that I thought
looked really unique and interesting. My
daughter's favorite game ever is Alice
Madness Returns, and she's always
scrging around for a game that feels
similar. contrast had been in the Xbox
store and she thought the art style was
great and it gave her a similar vibe.
So, she bought it probably with my
credit card. I don't know. And I was
struck by how cool this game looked and
like what an interesting idea it was.
And when I asked her, "Well, how is it?"
She said, "Well, it looks cool, but the
game's actually pretty annoying." And
that is the core of each game Compulsion
has made. Contrast is a super
interesting idea with a totally unique
visual presentation held back by
glitches, floaty, imprecise movement,
and gameplay mechanics that seem like an
afterthought compared to the premise and
presentation. Contrast had a middling
reception as most reviewers loved the
visuals and found the gameplay annoying
or boring, and its player reviews were
split right down the middle between
people who thought it was the greatest
thing ever and everyone else who were
disappointed that the game looked so
much cooler than it played. I guess
Contrast sold well enough to not tank
the studio, but not well enough to fund
their next project, as Compulsion's
second game would be crowdfunded on
Kickstarter. We Happy Few was a much
more ambitious project that once again
featured a truly fantastic art style and
a brilliant premise for its world and
story. The game surpassed its funding
goals, raising
$315,000 from over 7,000 backers, which
was nowhere near enough to actually make
the game, but was enough to demonstrate
to publishers that there was a lot of
interest in the title. Now, there was
some controversy over pricing and stuff
like that with We Happy Few, but I don't
care actually. And to be honest, I
actually find it really annoying when
gamers think they have any idea how much
it costs to make a game or like how a
studio should run their business. A
studio is a business with employees and
401k contributions and health plans and
all sorts of responsibilities beyond
making sure a game cost exactly what
they said it would years earlier in a
Kickstarter campaign before a publisher
dumped millions of dollars into
marketing. Now, what did end up being an
issue though with We Happy Few was that
we were in the glory days of the video
game hype cycle. This was a couple years
before No Man's Sky, and We Happy Few
might have been one of the first huge
hype Kickstarter games. It had an art
style and a narrative premise that
caused a tremendous overwhelming amount
of hype. Once Gearbox became the
publisher, however, they brought the
full power of AAA marketing to the
project, which created even more hype.
The art style got the game compared to
Bioshock, which was a real problem cuz
it's nothing like that. It got so
intense that Compulsion started doing
interviews attempting to set
expectations lower. They were not a AAA
studio with hundreds of employees. They
were still a small indie studio making
their second game. As release got
closer, they still hadn't really
explained what the game was beyond that
art style and premise. And when it
finally released, the world found that
the game was a kind of rogike survival
game with a strong narrative. Now, the
game released and funny enough, its
reception was extremely similar to
Contrast with the difference being a
bunch of people felt massively let down
this time. They had gotten AAA marketing
and expected a AAA game, not a smallcale
weird rogike survival game. Reviews
again were extremely middling with media
and players loving the art, world, and
premise, but very much not loving the
janky movement, buggy interactions, bad
AI, floaty combat, and gameplay that's
nowhere near as interesting and polished
as the art and world building. I myself
did not finish this game, so I was like,
"Eh, nah, I just, you know, I probably
played it for five, six hours and just
moved on." But, you know, that's fine.
I'm an action game guy and I'm just not
super into survival games. After two
games, Compulsion had established
themselves as a studio with fantastic
art and narrative elements, but
disappointing mechanics and polish.
After the moderate sales success, but
controversial early access and hype
cycle of We Happy Few, Compulsion sold
itself to Microsoft and became a
first-party studio. They seem to have
greatly expanded the headcount in the
studio, but still remained about double
A size. A few years ago, they announced
they were making a narrative action
game. And lo and behold, the game
featured a bold and impressive visual
style, an extremely interesting premise
and world, and an interesting narrative
hook. Now a part of Xbox Studios, South
of Midnight seems to have been an effort
to make a conventional console adventure
game and meld it with the studio
signature art and narrative elements.
Now, that would be a heck of a game if
Compulsion was able to pull it off.
Let's see if they
did. The gap is shrinking, but it's
still
there. Like their first two games, the
visual presentation of South of Midnight
is beyond reproach.
The game is beautiful. In the early
presentations, I found the much lower
FPS of the characters and cutscenes to
be kind of jarring, but very much like
Into the Spider-Verse, your eyes adjust
to it pretty quickly. And while I'm
still not sure it was needed, it
definitely creates a unique otherworldly
aesthetic. The game drips in top-notch
art design, and that art creates a
totally unique experience that you're
not going to get anywhere else. But
convulsion has always had that top-notch
art design. Contrast was visually
arresting and we happy few generated
totally insane hype purely on the power
of its world and art design. The key
here was whether Compulsion had finally
married that art design to an actually
enjoyable video game. And on that front,
man, it's complicated. First off, once
again, let me preface this by saying I
didn't read any of the reviews of this
and definitely no player reviews because
the game is very obviously going to piss
off the farright woke people. I don't
like left-wing wokeism and I don't like
right-wing wokeism. If you can't play a
game without being pissed off about
madeup culture war [ __ ] you're on
the wrong channel, man. I just don't
care. I'm not even going to comment on
it. Stupid. However, this game doesn't
just feature a black female protagonist.
The narrative touches on a bunch of
stuff about slavery and capitalism. And
as always, I'm not going to talk about
whether someone talking about slavery
makes me so mad I want to put their
studio out of business, but rather about
whether the game itself has anything
interesting to say about that stuff and
whether or not the narrative is good
enough to be worth playing. As with the
other two Compulsion games, this is hard
to tease apart because while the art and
story are actually really good, the way
the game is executed does every single
thing within its power to annoy you.
We're starting with the story here, so
let's begin by stating the things that
are good. The art design does an amazing
job of evoking the deep south at the
start of the game and then slowly
twisting the artwork so that before you
realize it, the levels have become
almost a weird hybrid of high fantasy
and southern gothic mixed together. I'm
sure the concept art for this game is
like ridiculously awesome. And this
never waines the whole way through. The
creature design, the boss design, the
geometry, all that stuff is just
unbelievable. So so cool. No matter what
else the game does badly, this art
design does carry all the way through,
and it keeps the game interesting
through a nice short runtime. This game
goes on just long enough. But the game
is right on the cusp of a great story
that's badly held back by some totally
baffling narrative design choices. First
off, I think I can honestly say that
this is the first game in history that's
about social worker burnout. The entire
game revolves around rescuing Hazel's
mother, who is a child welfare worker at
like the State Department of Children
and Families, and a bunch of that story
is about her mother's burnout doing that
job, which is actually pretty cool. The
game's about fixing people's trauma to
end the cycle of poverty, violence, and
despair. And, you know, that's a really
interesting idea, but it doesn't have
the wherewithal to actually deal with
the implications of its narrative. You
defeat bosses by literally melee
attacking their trauma until you win.
And this sounds much, much stupider than
it actually is, I promise. Each of the
little vignettes is an interesting
mystery. You unravel through a few
cutscenes until you beat a boss and
cleanse the trauma. Actually, you untie
their knots. That's the narrative
conceit of the game. And you know,
that's a neat idea. Sadly though, the
game never deals with the darker side of
this issue. The first story, for
instance, that you encounter is given to
you by this guy. Over the level, you
learn that he was a great violin player
who was held back by the town's reaction
to his disabled brother. Eventually, he
boards his brother up in a tree where he
dies slash turns into a big tree
monster. Now, as this played out, I was
thinking, "Wow, man. I wonder how
they're going to deal with this guy
after we found out why he's so guilty
and depressed. We fixed the tree man,
but what are we going to say to the
brother who's been traumatized for
decades over what he's done to his
brother? I mean, that sounds pretty
interesting, right? But the answer to
that question is, uh, nothing. We're not
going to see that guy ever again. We're
not going to cure his trauma or confront
him or anything. And this is not
something that happens by accident. It
only happens because the writers didn't
think they had a good answer to the
narrative questions they'd created. So,
you know, they just uh they just, you
know, let it go. They just didn't deal
with it at all. And this happens every
single time. Bonnie Flood never has to
answer for what she did to her son. This
guy never confronts the people he
killed. It annoys me. If you're going to
write a story like this, please just
finish it and don't leave me thinking,
"Oh, they were too afraid to deal with
that. That's lame." Instead, what you
have here is a pretty neat little fable,
but nothing deeper. It like wants to
reach for these deep, difficult issues,
but it doesn't want to take a chance of
actually dealing with those issues. But
man, when you're playing around with
heavy [ __ ] like slavery and brother
murder and child abuse, it's kind of
cowardly to skirt around any of the hard
answers because you're afraid as a
writer. Still, I do want to make it
clear that the narrative and world here
are really cool. It weaves a bunch of
old Gothic southern urban legends and
myths into a modern story. And it's good
enough to at least be entertaining. It's
not good enough, however, to be anything
even remotely more than entertaining.
It's not particularly thoughtprovoking
because they don't want to provoke any
difficult thoughts. Beyond that, there
are some other issues with the story.
The biggest of which is this. Now, I've
got this bottle and
uh I'll
do something with it. Yeah, must have
been a land
grab, [ __ ]
I have never played a game that has more
spoken internal dialogue than South of
Midnight. It's one thing to have the
player character occasionally say how
they're feeling, but it's another to be
constantly bombarded with pointless
dialogue. South of Midnight. Never trust
the player to be in silence more than 15
seconds. It blows my mind that a studio
thought that this was a good idea.
You've built this beautiful world and I
never have even a second to soak it in
because Hazel will not shut up ever. It
never trusts me to stop and look at
stuff. It doesn't trust me to discover
anything. And it doesn't trust its own
narrative to let me decide how I feel. I
don't need the writers telling me how to
feel at every single moment. It's
annoying and even worse, it's downright
insulting. This is so bad. It comes very
close to ruining the entire game. This
is already an extremely blunt narrative,
and all the interesting gray areas that
are implied by the story are just
flatout ignored in favor of a very
simple American fairy tale. to then
bloat this very simple narrative with a
non-stop assault of internal dialogue
like looks like I need to go over there
or oh that's so sad is malpractice man
the story of South of Midnight would
have been significantly improved by
removing 95% of Hazel's dialogue outside
of cutscenes just baffling gameplay the
more things change South of Midnight was
presented as something of an action
game. And I suppose it sort of is. I
mean, there's a bunch of combat and a
few boss fights for sure. And there's
also a bunch of like uh quote unquote
platforming. Now, when I first got
control of the character in South of
Midnight, I honestly was not sure I'd be
able to finish this game. Movement is
amazingly awful with controls that are
some of the worst I've played since the
360 generation.
After about 4 hours, I had gotten used
to it enough that I wasn't constantly
annoyed at how bad it was, but man, it
is never good. Combat is always annoying
as the lock-on barely works. There are a
total of six enemy types in the game and
you have two attacks. If I had to choose
a word to describe the combat, it would
be
peruncter. It works sort of. It has a
progression system that doesn't matter
and only exists to hold up the very
modest exploration. And it's both very
easy and fairly annoying because the
game feels so bad in your hands and the
camera and lock-on system are so borked.
That would be fine if there's only a
little bit of combat, but there's quite
a lot actually and the arenas are just
amazingly similar the whole way through.
Almost every encounter plays out exactly
the same. And I don't mean that in the
broad way like every encounter in Kazan
has her using a few skills and parrying
a lot. No, no. I mean every encounter
plays out exactly the same because the
exact same enemies spawn in almost
exactly the same groupings in an arena
that is basically exactly the same
almost every single time.
This is really very similar to like a
double A game from the 360 generation,
but with AAA, quadruple AAA art design
and high quality, highly stylized
graphics. There were times that I
thought to myself, man, this would
probably be better if there was no
combat at all. I don't think that's
actually true, but it's a reasonable
thing to debate, and that's kind of a
problem. That is how bare bones and
shallow the combat is here. When you're
not fighting those seven enemies or the
amazingl lookinging but pretty
mechanically uninspired bosses, you're
doing that platforming I was talking
about. And I use scare quotes on
platforming because it is also really
peruncter in that it's pretty much
impossible to fail and the game never
asks anything of you. The first time I
encountered ledgers to shimmy across, I
groaned, "Man, why? What is the point of
uncharted ledge climbing? This is
nothing more than a form of very slow
walking. Except instead of looking at
this amazing world full of unbelievable
art design, I am now staring at a
[ __ ] wall. Why occasionally? I mean
very very occasionally. The game's
platforming will feel good. I kind of
like the air dash. The double jump and
glide feel good to use, which makes it a
massive shame that the game never asks
you to actually do anything with it. I
do not understand why this game is so
afraid of actually asking anything of
the player at all. It doesn't ask you to
think because Hazel just talks the whole
time and it doesn't ask anything from
you in the game play. Everything outside
of the art design in South of Midnight
is grudging. It grudgingly has combat
that feels like a waste of everyone's
time. It grudgingly has uncharted ledge
climbing to pad the runtime. It
grudgingly has platforming because
that's expected in an adventure game. It
grudgingly has a progression system so
that they have something to hide in the
levels. It's all really thin when you
look at it, and it never rises to more
than the sum of its part. Wrapping up, I
promised myself I would make this one
super short, and that's easy this time
because there's just not that much to
say about this game beyond that stuff.
This is another Compulsion game. Its
premise is fantastic. Its art design is
unbelievably great, and its gameplay is
a weird afterthought that feels
awkwardly bolted on to a game that's
actually just an art style and a story
idea. Now, this is easily the best video
game Compulsion has made, but it's still
very mediocre. The story idea is
fantastic, but the execution wobbles
from pretty good to annoying as hell.
The gameplay feels like it was the very
last thing they considered, and that's
not a great way to make a game. The
progression is pointless. The
platforming is so simple, it is
meaningless. Every section ends with an
AI style escape sequence, but the
platforming is so absurdly easy that I
don't know why these are in the game.
Eventually, I stopped and turned around
to see if anything was actually chasing
me. And it occurred to me that you
probably actually can't fail these
sections, that it's all just kind of
fake. Now, the exploration is
occasionally decent in that every so
often you have to figure out how to jump
up and get something, but for the most
part, the simple puzzles and platforming
are just filler. And god forbid you take
even 3 seconds to look at something,
pause for even a moment, and Hazel will
start telling you that she needs to get
up that hill or I need to go over that
bridge. Yeah, I know, dude. There's one
path in the whole game that you cannot
deviate from. It's like one thing when
Aloy is telling me about a puzzle that
annoys the [ __ ] out of me, but it's a
form of a hint at least. It would be
another if Horizon Zero Dawn was one
corridor with no doors on either side
and Aloy kept saying, "I need to walk
down the corridor. I need to walk down
the corridor." It is insulting and
absurd. I I honestly don't understand
how this happened. You even wasted money
cuz you paid this woman to record a
million lines that are unnecessary. The
bottom line here is this. The world
building and fablelike story are
interesting enough to plow through all
the mediocre slop. If you have Game
Pass, if you have Game Pass, at some
point this year, I would give it a shot.
It's definitely not worth 40 bucks on
Steam, though. It's probably maybe worth
$20 for the art design, I guess. I mean,
I don't know, man. It's like a 6 and a
half out of 10 with 8.5 of that being
for the art and story and negative -2
being for gameplay and being nagged by
the player character and not having even
a moment of silence to soak up the
unbelievable atmosphere that the artists
at Compulsion Games have created
again. This is however a slight
improvement over We Happy Few. So, you
know what? I still hold out hope that
next time Combulion will finally find a
way to combine their art and world
building with, you know, like a video
game or
whatever. All right, thanks for coming.
I'll see you next time. Bye.