More than anything, South of Midnight feels like a celebration of a location and its stories.

Having now played the game for about 90 minutes, the gameplay doesn’t wow me.

As a weaver, Hazel’s job is to put these legends to rest.

Hazel can use her weaver abilities to glide, grapple, double jump, and wall-run.

I’m not sold on South of Midnight’s platforming or combat.

Still, South of Midnight isn’t an especially rewarding gameplay experience.

Spoiler: she cannot.

Catfish acts as a guide and teacher to Hazel after she saves him.

So the platforming could become more challenging and subsequently more fulfilling to clear later on.

Combat also feels somewhat trivial in service to the narrative.

Altogether it’s fine.

Sometimes bottling up your feelings takes a literal bottle.

The one big exception I could see to this is the boss battles.

When Hazel faces these local legends, the encounter can play out in a few different ways.

The boss battles could be where the combat mechanics come together in a more fulfilling way.

Fighting Two-Toed Tom looks so much fun.

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I really hope South of Midnight goes full gothic fantasy.

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