
South of Midnight is a new action-adventure from Compulsion Games. Explore the mythos and confront mysterious creatures of the Deep South in this modern folktale while learning to weave an ancient power to surmount obstacles and unravel your family’s hidden past.
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Sums Steam only; Xbox, PlayStation publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $39.99 | 4.8Kreviews | 94% | — | $4.9M |
| Free | 15.7Kratings | 86% | — | not modelled | |
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Themes across 894 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
This game is a disappointment beyond words, but I will try to use words to describe it. I was very excited to play this actually due to being interested after the initial reveal trailer and then seeing it win Games for Impact at TGA 2025. To boil down how I feel after having just reluctantly pushed through to finish this game: I do feel very impacted, but in predominantly negative ways. I was only impacted positively when I hit the credits so I could press the uninstall button. The gameplay is extremely AAA. I mean this in every negative way possible. At the beginning of the game, you have a short chase sequence and have to jump across a gap in a river. Once you cross this gap, you're instantly greeted with a gap in a wall to squeeze through. Shortly after that, you are greeted with off-white bluish-yellow paint on boards that have to be climbed up. Your character eventually gets some powers - you have a grapple hook power, and you have a glide, AND you can wall run! It's unimaginative, uninventive, boilerplate gameplay. The level design is repetitive and boring. Since this game takes place in what I assume is meant to be Louisiana, I guess that makes sense, as most of the levels take place in a swamp, but everything looks the same. It's hard to discern that you're in a new chapter when it looks as brown and gross as the last. The level design ONLY got interesting at the SECOND TO LAST CHAPTER when it was actually a new environment. The soundtrack is LAUGHABLY AWFUL. It is so unironically terrible that I questioned if the lyrics were written by AI, yet all I could find when looking this up was people on Reddit talking about the soundtrack being incredible. Most of the songs with lyrics are LITERALLY DESCRIBING THE ENTIRE STORY YOU JUST WITNESSED EXACTLY AS YOU WITNESSED IT INSTEAD OF LETTING YOU CRITICALLY THINK FOR YOURSELF OR HAVING ANY KIND OF METAPHORS. Reading the comments on Reddit led me to realize that most of the people that are defending this game's atmosphere, story, and music are making these claims from either ignorance to TRULY well written media with well-placed soundtracks and good audio design, or they are intellectually underdeveloped, and I honestly mean that in the most respectful way possible but there's seldom a respectful way to talk negatively about someone else's intelligence. HOWEVER - I was on the verge of uninstalling and refunding the game after finishing Chapter 3 but then I heard "Benjy's song" play while I was finishing the chapter and was laughing so hard at the ridiculous absurdity in HOW BAD that song is written and how insulting to my own intelligence that it felt like that I HAD to see the rest of the game through to see if it got worse. Seriously, listen to that song. They describe the entire story you JUST witnessed five seconds ago with zero metaphors or intelligent writing. If this wasn't AI then consider myself thoroughly impressed. The writing more than once had me question if this game was made for children as there is zero nuance or implication in the writing. All of it is very literal and boiled down to be as non-complex as possible. But then you realize the game uses curse words like ♥♥♥♥ and ♥♥♥♥♥♥♥ a LOT, so it's very obviously meant for adults that can think for themselves, but the writers have zero motivation to actually ask you to use your brain and engage with the implications and instead spell everything out for you like a toddler. It's nerve-wracking. The combat is also incredibly boilerplate. You have a skill tree, but it's more like a skill "branch". You have a couple of spells that take a really long time to recharge and otherwise you fight the same five mob types in the game (aside from boss fights) and there are so many combat encounters that it overstays its welcome. It wouldn't be nearly as bad to deal with if there were any other redeeming factors about the game. But the combat is so reminiscent of how much combat they throw at you in the God of War reboots while having it be very uninteresting and disengaging that you don't want to do it ever again after a couple encounters. I powered through and kept the combat on until about chapter 8 and then I was so bored that I turned on the "skip combat" option to finish the rest of the game. And you know it's bad when the devs decide they need to add an option like that to their game. I wonder if there are any internal statistics of how many people have skipped combat encounters, because I'd be surprised if it's not an extensively long list. This game is Xbox Game Studios' attempt at combining mechanics and "in-your-face-no-room-for-interpretation" storytelling of AAA Sony games like the rebooted God of War, Spider-Man, and Little Big Planet to make something arguably less palatable than the Gollum game. Saying I am underwhelmed would be the understatement of the century. EDIT: Forgot to mention but the music is also so bad that they thought ahead and DO include the option to literally REMOVE the lead vocals. If you make music so bad that you include an option to make it an instrumental, then why are you releasing the music?
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| — | 0 | — | — |
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French*, Italian, German, Spanish - Spain, Czech, Danish, Dutch, Finnish, Greek, Hungarian, Japanese +11 more
| $25.99−35% |
| 2.4Kratings |
| 94% |
| — |
| not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 896 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Phenomenal presentation; mind-blowing art, sound & animation. Distinguished storytelling and imagination. I found traversal to be overly familiar, and combat is repetitive, so the world & characters are what makes it truly worthwhile. Overall game feel is similar to Kena: Bridge of Spirits, although South of Midnight has much more character development.
South of Midnight has an immediate initial wow factor; the stop-motion style animation is cool and the visuals are extraordinarily pretty. Then I got to the platforming and puzzle solving, which are both inoffensively by the numbers. Then I got to the combat, which is slightly too stiff for my liking and not in the least bit remarkable. At this point, I wasn't sure how much of this game I would actually play. I'm glad I carried on. Some might argue that a gorgeous visual style or a fantastically told story that takes inspiration from Southern American folk tales shouldn't excuse the actual "game" parts of a game being so unremarkable or by the numbers. Hell, up until about 20 minutes ago I might very well have agreed with you. But, my god, South of Midnight is exponentially more than the sum of its parts. Could the story have been told as a film or a TV series? Absolutely it could have, but by being a game - having you guide Hazel through the environments she must traverse and discovering the fates of the various mystical creatures and human inhabitants of Prospero - South of Midnight's tales of heartbreak, suffering, regret and love are so, so much more powerful than they would have been if you were merely passively observing them. Special mention also has to go to the soundtrack. Every piece of music and every song is exceptional, whether it's just setting the tone for a scene or going full-on musical theatre to further bring the tragic stories of characters like Two Toe Tom, Huggin' Molly and others to life. I'm glad Xbox Game Studios started just giving out the digital deluxe extras with the standard edition of the game, because this is a soundtrack that I'll want to listen to again without question. I could probably count on one hand the number of games that have made me so invested in a narrative or feel for characters as much as South of Midnight did, or games that are as beautifully animated, or games that are just such a joy to experience. South of Midnight is one of the best games I've played in a very, very long time.
One of my favorite games this year and I still can’t believe I was delaying buying it even on sale when I had so much fun playing it. The characters, music, art, dialogue, etc really impressed me because it’s rare finding games that have this much heart poured into it. There was only one thing I’d say that needs work which is the combat being a bit repetitive. I would’ve loved to see 1 or 2 more outfits for Hazel as well. ((SPOILER?)) It was such a missed opportunity that they didn’t make the grandma the final boss but the ending did a good job closing the story. I’d love to see a sequel of this game in the future if possible so I highly recommend this game. South of Midnight even though it’s well-loved deserves more praise. You would not regret picking up this severely underrated gem.
öNERİYORUM
The ONLY reason I say NO is I got to the croc island, road the fish, helped the brothers. And then I decided to stop for the night. The game has only a AUTO SAVE OPTION!!!!! Guess what? It NEVER SAVED ONCE had to start all over again. From START. I almost thought about quitting and then I was like okay I figure out how to save...Oh no we give you the auto save option. So I close out the game and it wont save hmmm
had to return it, too boring. story is not compelling to me, combat is all spawned in locked arenas, everything super on rails. Art style is nice though. Maybe could have been an interesting animated show
该夸的配乐得夸,该打的差评得打。这作既然拿了2025年的TGA年度最具影响力奖,我便不禁把它跟其他历届得主作比较;做个不恰当的比喻,这作属于是精神(立意与策划)上及格了,但身体素质(执行与优化)严重不及格。 跟死神讨价还价,一路上救赎他人的同时,从悲痛中汲取力量、疗愈自己,最终那个乳臭未干的叛逆年轻人完成自己的成长,这个剧本我在《Tales of Kenzera: Zau》中看过,也觉得跟《地狱之刃》有一定相似性。本作在这方面的底子和美术概念是做得是比《Tales of Kenzera: Zau》略微好一点的。这作没把自己困在“伤痛=受害者=被困其中无法解脱”的叙事中;想必最能应验这点的,便是主角Hazel和历代编织者的武具——那些被劳工的血泪所浸透的纺锤、纺轮和纺钩,而疗愈伤痛的办法,便是用一对纺钩解开心灵上的缠结。 不过这一作也如同《Tales of Kenzera: Zau》,甚至在玩法的缺陷上有过之而不及。战斗手感垃圾也就算了,好歹作者很识相地加入了“一键跳关”选项。不过打心底来讲,我有些恨不得这作在体量上走了“准3A”的路线;这作最大的问题有且仅有一个:复制粘贴。一场没任何特点的跑酷,接一场杂兵战,复制四次以到达一场没什么特点的逃亡关,完后再跑一段路以开启boss战,这个流程再复制四五次(甚至连视听素材都是大量复用的)就能得到大部分主线剧情;没填的坑让老鲶鱼这个纯旁白来补充。我草草花了6个小时打通本作,具体流程无非这几样循环往复:打开引导、光速跑酷、跳过杂兵战、用几句话概括一个人物的悲剧、跳过逃亡关、在跑酷到boss战的路上聆听叙事感满满的爵士乐、跳过boss战。于是乎,一个有平台跳跃有战斗的游戏,愣是被我玩成了文字冒险。 倘若这个千篇一律的剧情能少重复一两次,我的差评恐怕会变成中评。
In my opinion, it's a small masterpiece. The graphics are beautiful and the soundtrack is truly captivating. It reminded me of some old fairy tales, and I think that's intentional, with some references to Alice in Wonderland, for example. It's worth the full price, and the game has a long lifespan. Perhaps playing with a gamepad is a little easier than with a mouse and keyboard. My rating is 8/10
An excellent game from a great studio I did not need another reason to hate Microsoft but I have one. Hope this studio can be saved.
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