In South of Midnight, you play as Hazel, a teenage track star who lives in Prospero, a town in the American Deep South. After a hurricane sweeps her home away with her mother inside, Hazel vows to track down and save her. However, she soon discovers that the storm has not only transformed the rural town and surrounding swampland into a dangerous jungle gym but also knocked loose a lot of lingering dark magic, making this journey all the more perilous. Hazel quickly learns that she is a weaver, a person born with the innate ability to see the underlying strands that tie the world together and can also knot into terrifying monstrosities in places where powerful negative emotions like grief, rage, and fear gather. Armed with surprisingly sharp textile-spinning tools, Hazel's search for her mom sees her stumble across numerous legendary spirits inspired by real-world myths, which she can help by uncovering the trauma that created them and doing her best to capture those feelings in magical bottles so that they can be taken away. To whom or where? That's just another mystery to solve.
It's a strong story that dips into Southern Gothic themes and cultivates a sense of dread that you cannot fully dismiss, for each of its tales exists in that unnerving middle ground of clearly being fantastical whilst pulling from real-world terrors like bigotry and child abuse. And when confronted with absurd displays of evil cruelty or agonizing tragedy in these stories, you can't easily discern where exactly reality ends and the myth begins--the pain in these gothic tales cling to you, much as they do to Hazel, and keep South of Midnight emotionally compelling all the way through.
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