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Save Files, Hot Takes, and Cultural Crits

This is where the good stuff lives. Thought pieces, deep dives, reviews and those “I’ve been thinking about this for weeks” essays that spiral into something worth reading. The Vault is a space for gaming culture that does not just report on what happens, but questions how and why we play the way we do. Think of it like a save slot for every weird, wonderful, and wildly specific conversation that makes gaming more than just games.

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Kelly Gowe
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South of Midnight Might Be the Southern Gothic Game We Need

  • Writer: Kelly Gowe
    Kelly Gowe
  • May 22
  • 4 min read

Updated: May 26

I have not played South of Midnight yet, but it stopped me in my scroll the second I saw the trailer. That does not happen often anymore. Between a hundred over-polished cinematic teasers and gameplay that feels like it was designed by algorithm, something about South of Midnight stood out. It felt like a story someone actually wanted to tell. And for me, that matters.


The first thing that hit me was the tone. This is not just another post-apocalyptic wasteland or generic fantasy realm. This is southern gothic. Not in the romanticised or washed-out way some games tend to approach it either. It looks rooted. Swampy. Lush with folklore and strange rhythms. It feels like a world built from cultural memory, from the quiet tension of ghost stories told around a porch light. It is rare to see something so specific in games, and even rarer for that specificity to come with care.


South of Midnight Screenshot (Steam)
South of Midnight Screenshot (Steam)

Then there is the lead. A Black female protagonist who looks like she belongs in the world she is walking through. She is not thrown in as an afterthought. She feels central. Everything moves around her. That hit me immediately. There are not enough games where Black women are the heart of the story. When I saw her, I saw potential. Not just for cool gameplay or stylised action, but for depth. For a story that actually honors where it is set and who is telling it.


It reminded me of the first time I played Far Cry New Dawn. That game is part of a franchise known for chaos, explosions, and big villain energy. But New Dawn had something different. The twins. Two Black women front and center, loud and commanding and completely unforgettable.



Far Cry: New Dawn banner featuring the twins
Far Cry: New Dawn banner featuring the twins


Whether you loved or hated them, they were not stereotypes. They were complex. Messy. Real. I had never seen characters like that in a setting like that. It was a moment where the game felt like it was willing to take a risk and tell a different kind of story. I get that same vibe from South of Midnight.


From the snippets of gameplay I have seen so far, it looks like it is aiming for that sweet spot between action and atmosphere. The combat looks tactile. The traversal feels fluid. But more than that, the world breathes. You can tell the environment is not just a backdrop for objectives. It is part of the narrative. There is folklore in the trees. There is story in the mud. Every scene looks painted with meaning. The way the colors shift between dusk and shadow, the way magic weaves through the spaces without overwhelming them; it all feels intentional.



South of Midnight Screenshot (Steam)
South of Midnight Screenshot (Steam)


I am also fascinated by how it seems to lean into myth. Not high fantasy or tech-powered magic, but regional folklore. Southern legends. Old stories that get passed down but never written down. That kind of narrative thread is so often overlooked in games, and when it does show up, it usually gets filtered through an outsider lens. Here, it feels like it is being handled by people who understand the culture they are referencing. That kind of respect and detail is what turns a good game into a meaningful one.


What I hope most of all is that South of Midnight holds onto that voice. That it does not flatten its identity to appeal to the widest possible audience. Because what makes it special is that it is not trying to be every other game. It is not trying to sell itself as the next big thing with a thousand features and a battle pass. It is doing something smaller. Stranger. More personal.


I do not need it to be massive. I do not need hundreds of side quests or a procedurally generated map. I just want the story to feel real. I want the characters to speak with voices that sound like home to someone. I want the world to whisper instead of scream. That is where the power is. Not in the size of the map, but in the weight of each step you take through it.


I have a good feeling about this one. And that is rare. Usually I wait until I see a full playthrough or a couple of reviews. But South of Midnight has already given me something I have not felt in a while; anticipation. Not just for the gameplay, but for the narrative. For the experience of stepping into a world that does not feel like it was pulled from the same five templates.


If this game follows through on the potential in that trailer, if it keeps the focus on character and culture and atmosphere, it could be something special. Something people talk about not because it is the biggest or loudest release of the year, but because it stays with them. Because it feels like a story that mattered. Because it gave them a lead they could believe in.

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