The Midnight Walk: A Stumble Through a Surreal Dreamscape
So, there’s this game, The Midnight Walk—ever taken a wander through Tim Burton’s dream? Because that’s what it feels like. Dark, kooky vibes. Visually, it’s a trip, but is it worth the investment, headset and all? Let’s ramble about it, shall we?
Game Deets:
- Publisher: Fast Travel Games
- Developer: MoonHood
- Available On: Steam and PS5 (VR not compulsory)
- Reviewed On: Quest 3 via Steam Link
- Release Date: May 8th, 2025
- Price: $40
Right, let’s dive into this. Picture a game that’s less about "doing" stuff and more about "seeing" stuff. Midnight Walk is one of those walking sims. You wander, you look, you maybe solve a puzzle or two. And monsters? Yeah, they pop up occasionally. Hide and seek, but, like, spooky.
The big sell? The visuals. Imagine if someone decided to handcraft everything, 3D scan it all, and toss it into a game. It’s this weird mash-up of grotesque art—you know, like a haunted art gallery. Entirely hand-made, and translated into a 3D space. Artistic chaos. And you’re pint-sized, like a mouse or something, so everything’s huge and detailed. Shadows playing on surfaces, every bit crafted with care. I mean, wow.
Though, let’s be real, calling it a stop-motion wonder is a stretch. Only bits showcase that style; mostly it flows smoother than expected. Awkward at times, honestly, like it wasn’t supposed to be like that. This mix makes me wonder, “Was this intentional? Or is my game glitching out today?”
The game isn’t about to hand out jaw-dropping moments. Puzzles are there, but they didn’t give me that ‘aha’ buzz. And VR elements? Not too groundbreaking. It’s trying to chill on both flatscreen and VR—sounds good, but it ends up being neither here nor there.
Can we tag this as horror? Not really, despite its creepy flair—it’s like a faded nightmare that’s more perplexing than petrifying.
Dear Esther [2012] caught me with its simplicity, serving the view over action. Midnight Walk tries but the story feels like a cryptic poem from 10th grade that I never really got into. Narrators came, whispered, and vanished—no bonds formed. Was I supposed to feel something? Because it didn’t happen.
In terms of immersion, VR gives you that front-row seat to its eerie beauty. Yet, disappoints when you press a button to open doors or cling onto airborne bars. “C’mon, let me do something!” It’s like VR with gloves on.
Ah, but they had this nifty audio cue. Close your eyes—no, not literally unless you’re on PSVR 2—follow the sound. Pretty neat, right? But then again, nothing earth-shattering. It’s all about holding a trigger here on PC.
Comfort Notes:
Slow movements keep it easy on the eyes, but those cutscenes take liberties with your gaze. Sometimes they’d tilt the horizon—felt like I was on a rollercoaster. Maybe you’ll find it unsettling, maybe not. I just found it mildly annoying at best.
Comfort Settings:
- Turning: Snap-turn yes, Quick-turn no, Smooth-turn yes
- Movement: Teleport and dash both no-go; smooth moves in
- Blinders: Yes, a bit of privacy, if you will
- Sitting or standing: Go with whatever feels right!
- Subtitles & Languages: English and more
Well folks, that’s it. Midnight Walk offers a visual adventure more than a gameplay one. If you’re into surreal scenes and mood over action, give it a whirl. But if you’re craving something more interactive, keep the expectations in check.