“Cozy” and “Horror” seem to be words with opposite definitions, but Moonhood Studio programmer has been selling his debut game “Midnight Walk” as a cozy horror. I understand where the studio comes from; Despite the jumping terror and pursuit sequences, the style of Tim Burton’s style is nostalgic, reminding me of watching Bride Corpse Or A nightmare before Christmas As a child. To say, cozy and horror movies are species that describe the aesthetics of the game, not its mechanics, and although visualizations, history and soundtrack The Midnight Walk are convincing, its mechanics are less thrilling. Despite this, this basic paradox “Horror” and his accompanying style were a lot to motivate me to a satisfactory end of the game.
During the north you play in the first person as a burnt, a creature whose face we never see, but whose hands are dim, wrinkled and scar. The title journey is a journey, which will burn out and their charming, burning comrade Potboy together, helping people along the way. It seems that they play with an ancient book for children, both in terms of capricious tone, as well as because of the narrator who leads the player through this story.
In the land of the North, the sun disappeared a long time ago, so most of the creatures knew only darkness and icy. It is natural that the main tool for solving problems is fire. Using matches, a matching firearm and a flickering flame on Potboy’s head, you lithe candles to see, be heated in the icy and lure monsters from the path. The game also contains a button to close your eyes, which allows you to listen to the environment more carefully and interact with glowing eyes on the door or some enemies. I appreciate how the themes of lithe and heat extend from the plot to the ability of your character.

In general, the gameplay is nothing special. Linear, focused on history, combines a plain hiding and puzzle solving. There are several distinctive moments and mechanics, such as puzzles in which you close your eyes when monsters chase them to turn them into statues, but mainly the vehicle was to bring me from one compelling area to another. Lighting candles and inventing next to monsters is never reacting or tedious, just uninteresting: it was done earlier. To say, a quick length of five to seven hours of the game stops it from the main critic.
The reasons why it is worth playing in Midnight Walk are his art and music. Visual aesthetics, achieved by handmade models scanned in digital format, is similar to something that can be found in the STOP-MOTION movie. The characters have round heads, long, lean limbs and exaggerated facial features that make them so ugly, somehow lock to be cute. Potboy is a great example, with a decorative, frayed smile. In the whole board, the characters are charming, disgusting and unique, from the village of bountiful heads to a walking house named Housy.

Although I knew about the visualization of the game by several screenshots before, I was pleasantly surprised by the quality of The Midnight Walk. Instead of matching the dim, Halloween atmosphere, which has the rest of the game, the result emphasizes the solemn tone of adventure, often presenting a single clarnet or saxophone played a plain melody to emphasize the emotional weight of travel. Although none of the main characters can speak, the music conveys their emotions better than words. The final part of each chapter has Potboy has revived the deceased flame for a long time, and the musical swelling associated with this action does a lot to inform the player about his importance. There is a flame from the dim; There is music from silence.
Midnight Walk is a scarce case of a book best assessed on the basis of its cover. If his aesthetics speaks to you, you will have a pleasant, ghostly journey next to Potboy. If not, his plain game will not attract your attention enough to make up for it. Regardless of this, its implementation of this style is commendable, and when the result increased in the last moments of my game, I knew it was a walk I was content.