“Casual” and “horror” look like words with anti -definitions, but developer Moonood Studio has repeatedly marketed his debut game, The Midnight Walk, a comfortable horror game. I think where the studio is coming from; Despite the jump scare and chase sequence, Tim Burton-Esk Art Style is indifferent, reminds me to see corpse Bride Or the Nightmare Before Christmas In childhood. He said, there are both comfortable and horror styles that describe the aesthetics of a game rather than their mechanics, and while the views, story and soundtracks of midnight walk are hypnotic, its mechanics are less exciting. Nevertheless, that main contradiction of “comfortable horror” and style with it was a lot to inspire me to see the satisfactory end of the game.

In the midnight walk, you play as a burnt one in the first person, a creature that we never see, but whose hands are black, shrunk, and scared. Titular Journey is a trek that has been burnt and starts their adorable, vivid companions Potboy together, which helps people on the way. It seems to play through an old children’s book, both in their eccentric voice and the storyteller who guides the player through the story.
In the land of midnight walk, the sun had disappeared long ago, so most organisms have only known the darkness and cold at any time. This is only natural, then, that your main device to solve problems is fire. Using matches, a match-fling gun, and flickering flames on Potboy’s head, you throw light to see the candles, keep warm in the cold, and remove the demons from their way. The game also involves a button to close your eyes, which allows you to listen to your surroundings more closely and interact with glowing eyes on doors or some enemies. I appreciate how the subjects of light and heat expand to your character’s capabilities.

Generally, however, the gameplay is nothing special. Liney, story-focused experience connects simple secret and puzzle-samadhan. Some standouts are moments and mechanics, like a puzzle, which you have closed your eyes when the demons follow them to convert them into idols, but it was mostly a vehicle to bring me from one interesting area to another. Illuminating the candles and the previous demons are never secretly or boring, just uninterrupted: it has been done earlier. He said, the quick five to seven hours length of the game prevents it from being a major inhibitor.
Its art and music are due to playing midnight walk. Visual beauty obtained through scanned hand-prepared models in digital format is similar to what you will get in a stop-motion film. The characters have round heads, long, thin limbs, and exaggerated facial features that make them so ugly that they loop around to be cute somehow. Potboy is an ideal example of this, with a brilliant smile. Across the board, the characters are attractive, off-painting and unique, from a village in the house to a pedestrian house.

While I already knew about the visuals of the game through some screenshots, I was pleasantly surprised by the quality of the soundtrack of the midnight walk. Instead of matching the darkness, Halloween Vibe is near the rest of the game, the score emphasizes the adventure tone, often shows a single shehnai or saxophone that plays a simple raga to underline the emotional weight of the journey. While no main characters can speak, music conveys their feelings better than words. In the last part of each chapter, Potboy has ruled the dead flame for a long time, and the music associated with that action does a lot to inform the cheerful player to inform its importance. Out of darkness, the flame is; Out of silence, there is music.
The Midnight Walk is a rare case of a book that is best judged by its cover. If its beauty talks to you, you will have a pleasant, scary journey with Potboy. If this does not, its simple gameplay is unlikely to grab your attention tightly. Even though, the execution of this style is commendable, and as the score has increased in the final moments of my platrrow, I knew it was a walk that I was happy to carry.