Kinda Funny Gamescast: South of Midnight Preview – November 12, 2024
Hosts: Tim Gettys, Greg “GameOverGreggy” Miller, Blessing Adeoye, and Andy Cortez
Introduction
In the November 12, 2024 episode of the Kinda Funny Gamescast, the hosts delve into an exclusive preview of "South of Midnight," an upcoming action-adventure game developed by Compulsion Games. The episode offers an in-depth exploration of the game’s development, cultural influences, gameplay mechanics, and visual artistry, providing listeners with a comprehensive understanding of what to expect from this highly anticipated title.
Cruiseville Announcement (00:13 - 08:10)
The episode begins with a spontaneous announcement about Cruiseville, a themed cruise event featuring the cast of Smallville. Greg Miller mentions, “[00:48] Cruiseville. This is the Smallville cruise cruise.” The hosts express surprise and amusement over this news, highlighting its unexpected nature and discussing its official status. Although this segment serves as light-hearted banter among the hosts, it sets a relaxed tone for the episode.
Main Topic Introduction: South of Midnight (08:10 - 10:27)
Shifting gears, the hosts introduce the main focus of the episode: "South of Midnight." Greg Miller states, “[08:13] ...the topic is south of Midnight.” The discussion kicks off with Paris Lily recounting her visit to Compulsion Games in Montreal, providing firsthand insights into the game’s development process.
Game Overview and Development Insights (10:27 - 17:09)
Paris Lily shares her experiences visiting Compulsion Games, emphasizing the studio's commitment to authenticity and cultural representation. She mentions, “[10:47] Compulsion has never done anything like this before.” The hosts discuss Compulsion’s history, noting their previous titles like Contrast (2013) and We Happy Few (2018), and underline the significance of "South of Midnight" as their latest endeavor.
Key points from Paris’s visit include:
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Interviews with the Development Team: Paris interacted with the game director, lead art director, and voice director Adrienne Ray, gaining insights into the game's narrative and artistic direction.
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Gameplay Demonstration: The game runs on Unreal Engine 4, targeting 60 frames per second on Xbox. Paris observed that the gameplay appeared polished with minor bugs, indicating a near-final state.
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Artistic Choices: The use of stop-motion animation and handcrafted environments stands out. “[11:02] ...this was about a studio visit where we kind of got to meet the team that's obviously making south of Midnight.”
Cultural Representation and Storytelling (17:09 - 38:32)
A significant portion of the discussion centers on the game's deep South setting and its cultural authenticity.
Key Highlights:
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Authentic Representation: Paris emphasizes the game’s dedication to accurately portraying Southern folklore and culture. “[10:27] ...a lot of African American influence... creole culture influence...” The team conducted extensive research, including field trips to capture real Southern sounds and consulting with local experts.
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Character Design and Narrative: The protagonist, Hazel, is a young African American woman whose character is deeply rooted in Southern heritage. Adrienne Ray, the voice actress, drew inspiration from her own family to bring authenticity to Hazel’s character. Paris notes, “[17:09] ...there's a resilience to Hazel that feels genuine and relatable.”
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Mythological Elements: The game incorporates Southern legends, such as the character Two-Toed Tom, an alligator boss with a rich backstory. Paris explains, “[15:51] ...there's backstory to him.” This design choice adds depth, allowing players to engage with the game’s lore meaningfully.
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Environmental Storytelling: The handcrafted environments reflect the eerie and mystical essence of the Deep South. Paris recounts, “[10:27] ...all these environments are handcrafted.” The attention to detail ensures that each setting contributes to the overall narrative and atmospheric immersion.
Gameplay Mechanics and Design Choices (38:32 - 47:35)
The hosts delve into the specific gameplay mechanics and design philosophies behind "South of Midnight."
Combat and Exploration:
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Arena-Based Combat: The game primarily features confined combat scenarios, reminiscent of praised titles like Psychonauts 2. Paris observes, “[10:27] ...very polished from what I saw.” While some may find the combat style straightforward, the emphasis is on strategic engagement within these arenas.
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Exploration Rewards: Players are encouraged to explore off the beaten path to uncover upgrades and backstory elements. Paris mentions discovering an upgrade for Hazel that deepens the narrative connection with Two-Toed Tom: “[24:43] ...you’re being rewarded for exploring.”
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Traversal Mechanics: Utilizing weaving magic, Hazel can traverse environments creatively. Paris notes, “[10:27] ...Hazel’s upgrades to her weaving magic.” This mechanic balances exploration and combat, providing a dynamic gameplay experience.
Art and Animation:
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Stop-Motion Animation: The choice of stop-motion animation distinguishes the game visually. Paris remarks, “[17:09] ...the stop motion animation in it and it looks great in action.” This artistic direction enhances the game’s unique aesthetic and complements the storytelling.
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Handcrafted Environments: Every setting is meticulously designed by hand, avoiding procedural generation to maintain consistency and authenticity: “[10:27] ...they didn’t do anything procedural with this.” This ensures each environment aligns with the game’s cultural and mythological themes.
Sound and Music:
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Authentic Soundscapes: The sound and environment director captured real Southern sounds to enhance immersion. Paris states, “[10:27] ...capturing real sounds from there.”
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Original Music for Bosses: Each boss has a unique theme song that reflects their personality and lore. “[33:39] ...all these bosses have their own theme music.” This approach deepens the player's emotional connection to the characters.
Comparisons to Other Games and Industry Insights (38:32 - 47:35)
The hosts draw parallels between "South of Midnight" and other narrative-driven games, highlighting its unique position in the market.
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Concrete Genie Comparison: Greg Miller likens the game’s artistic vision to Concrete Genie, emphasizing their shared focus on storytelling and artistic expression: “[35:04] ...this looks like it's doing this...we want to make art.”
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Psychonauts 2 Benchmark: Paris suggests that the game should aim for critical acclaim similar to Psychonauts 2, rather than focusing solely on sales figures: “[41:47] ...it should be a critical hit for them.”
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Cultural Impact: The game’s dedication to representing Southern culture stands out in an industry often dominated by generic settings. Paris remarks, “[35:59] ...representation matters.”
Listener Q&A and Super Chats (47:35 - 48:44)
In the latter part of the episode, listeners engage with the hosts through Super Chats, posing questions and sharing their thoughts.
Notable Questions and Responses:
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Turn Off Stop-Motion Option: A listener inquires if players can disable the stop-motion animation, to which Paris responds, “[45:21] No, that is a design choice.”
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Diversity Behind the Scenes: A listener expresses hope for diversity among the development team, and Paris affirms, “[46:36] ...people that were on the narrative and writing team were subject matter experts...” Highlighting Compulsion Games’ commitment to authentic representation both in front of and behind the camera.
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Release Date Insights: Paris speculates that the game’s release in 2025 is targeted for late spring, comparing it to Hellblade 2’s launch timeline: “[40:30] ...probably April, May of 2025.”
Conclusion and Final Thoughts (48:44 - End)
The episode wraps up with the hosts expressing their excitement for "South of Midnight." Greg Miller shares a personal endorsement, saying, “[47:44] I can’t wait.” The hosts reiterate the game’s potential to deliver a unique, culturally rich narrative experience, positioning it as a standout title in the action-adventure genre.
Final Remarks:
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Anticipation for Release: The hosts emphasize their eagerness for the game's completion and release, considering it a “[47:44] Super stoked” upcoming title.
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Support for the Show: Greg encourages listeners to support the podcast through memberships and subscriptions, highlighting the value of community involvement.
Key Takeaways
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Cultural Authenticity: "South of Midnight" prioritizes accurate and respectful representation of Southern culture, integrating real folklore and dialects to enhance authenticity.
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Unique Artistic Direction: The stop-motion animation and handcrafted environments set the game apart visually, providing a distinct aesthetic experience.
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Balanced Gameplay: Combining arena-based combat with exploration and puzzle-solving, the game offers a balanced experience that rewards player curiosity and strategic thinking.
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Critical Acclaim Focus: The developers aim for critical success by focusing on storytelling and artistic vision rather than solely chasing high sales figures.
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Diverse Development Team: Compulsion Games demonstrates a commitment to diversity both in their narrative and their development team, ensuring authentic cultural depiction.
Notable Quotes
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Greg Miller [00:48]: “Cruiseville. This is the Smallville cruise cruise.”
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Paris Lily [10:27]: “Compulsion Games has never done anything like this before.”
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Paris Lily [17:09]: “There’s a resilience to Hazel that feels genuine and relatable.”
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Paris Lily [24:43]: “You’re being rewarded for exploring.”
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Greg Miller [35:04]: “This looks like it's doing this...we want to make art.”
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Paris Lily [45:21]: “No, that is a design choice.”
Conclusion
The Kinda Funny Gamescast provides an insightful and enthusiastic preview of "South of Midnight," highlighting the game's dedication to cultural authenticity, unique artistic style, and balanced gameplay mechanics. Through detailed discussions and firsthand observations from Paris Lily’s studio visit, listeners gain a comprehensive understanding of what makes "South of Midnight" a noteworthy addition to the action-adventure genre. The episode not only builds anticipation for the game's 2025 release but also underscores the importance of diverse storytelling in modern video games.
