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THE MIDNIGHT WALK

  • Writer: Hubert Spala
    Hubert Spala
  • May 12
  • 4 min read

For a moment, I thought I had missed a few months of my life, that the summer had completely skipped over for the autumn, and that we were in the prime spooky season. Because a game like THE MIDNIGHT WALK is a perfect fit for Halloween, it felt almost unreal that it just came out, in May of all months! It didn't need to go so hard to hook my attention. But it did, with its claymation, stop-motion animation, and inspiration cited from "Over the Garden Wall" and Tim Burton's aesthetics. No wonder I had to play it day one as someone who rewatched OTGW with almost religious zeal every year since it aired.


I must tip my hat to MoonHood Studios - the vibes are impeccable. Just cannot be pecced. There is zero difference between cutscenes and in-game rompin' around; the style, the sculptures, and the animations are out of this world. Quite literally, the imagination on display is astounding. Each vista is a gnarly scene of atmospheric fogs and colors, draped over twisted objects. The touch of the eerie and the uncanny seeps from every corner. And yet... There is a deep and superbly crafted sense of whimsy here, of something playful and fun. It's this kind of rare Gothic Cutesy aesthetic that is so hard to nail, to balance just right. But THE MIDNIGHT WALK shows a deep understanding of this mood, and serves it up to us on a silver platter. It's a delicious visual feast, and the main drive to enjoy this game.


The story further helps set up this 'cosy horror' experience. You are the Burnt One, not exactly a chosen one in the traditional sense, but more a risen wanderer in the time of deep darkness to aid the little spark of light to bring back fire to the dim world. Wait, I heard something like that before. I am tensing and clenching my teeth to not say 'gosh it's like Dark Souls' because that comparison was done to death for a thousand other games, and feels cheap now. But we can quickly drop that comparison, as each 'episode', each act, feels indeed like a part of a show, a little morsel of a grander narrative. Focusing on hope, on bringing light and joy to even the darkest time. On pushing forward against adversity and never giving up. With a hint of revival and return to greatness, perhaps, sprinkles are over the narratives served in each stage.

The game oozes a grim and eerie atmosphere, which, thanks to its handmade nature, still retains a lot of whimsical vibes.
The game oozes a grim and eerie atmosphere, which, thanks to its handmade nature, still retains a lot of whimsical vibes.

The game is short. It can easily wrap it up in about 5 to 6 hours, so a couple of evenings should see you through, but that isn't the title's weakness - if anything, it is its strength, as the game doesn't overstay its welcome. That might sound like a backhanded compliment, but I'll be frank here - the gameplay itself is rather rudimentary. Not bad, not boring, but simple - it's mostly a walking sim with some very light puzzles, a few run and escape segments, some fetch-me-this quests on the line. I am not sure if that's because it is also a VR game, and so there are some limitations to complexity... Or because the mechanical aspect was never the focus of the experience. The short time, spending about an hour per stage, gives just enough time for each of the stories to shine with emotional impact. Each is set in a different biome, with a cast of hilarious, creepy characters (with amazing Voice Acting to boot!) and a different 'core' experience in mind, a big task to complete.


There are some cool mechanics here to enjoy. Potboy, our little coal-eating, clay-made fella, is controlled by simple commands to help solve puzzles and light the world up with his flame. I love him. He's my boy, my sweet little dude, and his emotive movements, expressions, and energy brought a smile to my face over and over again. Then there's the brilliant addition of your moving base - Housy! A living domicile that wanders with you on its little legs. Adorable. Cute. Yours to relax in, see your collectibles, listen to music, or check the background story of the world lore via the recordings of Murkle from where the Sun disappeared. Or a dedicated button to close your eyes, focusing on hearing to find different hidden objects... or simply banish the horrors running you down in the soothing darkness of your mind.

I only have Potboy for a day, and I'd die trying to protect my precious clay-baby.
I only have Potboy for a day, and I'd die trying to protect my precious clay-baby.

So don't expect much of a challenge here. It's a simple romp, a walk proper as the title - and the narrative! - promises. It's you, your trusty little bearer of flame, and a path up the Moon Mountain, where a mysterious banjo-playing stranger and a twisted Soothsayer guide your steps. The sheer strength of this title lies in its story. And I am not going to gush how groundbreaking it is, how novel or unexpected, because it just isn't. BUT it is emotional, it has impact, and it is immersive in a way few games could even come close to. Thanks to animation style, superb direction, great voice acting, and the powerful sense of 'being in' this strange world, or thanks to the strong links connecting each story. It is a world in pain, a world of suffering, a world abandoned and forsaken by its creator. And yet, those who live there still do their best to find a moment of levity. And sparks of hope to keep going.


I think everyone should take on THE MIDNIGHT WALK. Stroll through the mist-covered path. Meander into the peculiar towns with their strange problems. Meet the gnarly characters in search of their peace. And guide your precious spark of hope up the mountain, to the ominous moon always casting its strangeness across the land. Once you start, it is nigh impossible to put down, like a great movie always tantalizing you with plotlines that demand your attention. That stirs your mind, touches your soul, and plays with your emotions. So go on - face the darkness and perhaps you'll learn that it is not merely a source of dread and horrors, but a companion to the light that gives it its meaning.


 

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