South of Midnight Is No Carpetbagger
Microsoft's game, steeped in a folkloric South, seems to do right by the oft-misunderstood region
I’ve been wary of South of Midnight since the first time I ever heard of it.
I’m from the South, and stories about the South by people who aren’t from here are almost always terrible. They usually depict the South in one of two ways: a backwards place that should be either mocked or pitied, without ever really trying to understand or engage with the many institutional reasons and intentional choices that have made the South poorer and less educated than most of the country; or as a weird, mysterious, quasi-mystical land full of myths, secrets, and folklore. The South is rarely shown as just a place, where real people live and work, and not as some tortured symbol or high concept. Based on all the marketing material about it, South of Midnight was clearly going to lean into the mystical mumbo jumbo; the fact that it was being made by Compulsion Games, a Montreal studio, was an even bigger warning sign.
And then I found out the game’s creative lead, David Sears, is from the South. And not like he was born there and then wound up in Quebec later on as a kid; he stuck around his native Mississippi long enough to graduate from Southern Miss in Hattiesburg. Of course, the South isn’t a monolith. The South Sears grew up in is not the South I know. (Hell, growing up in Mississippi makes him more Southern than my suburban Atlanta ass could ever hope to be.) Neither are the South that the game’s hero, Hazel, lives in. This all set me at ease a bit, even if the game was clearly going to play hard into Weird South tropes.
I’ve now played a little bit of South of Midnight—one entire chapter, to be precise: chapter three, in which our hero Hazel, a newly-anointed “weaver” who can see glimpses of the past amid a litany of other superpowers, has to rescue a giant talking catfish from the clutches of an enormous tree-man. Now that’s a slice of the real South!
From this tiny chunk of game, South of Midnight seems to make its fantastical elements work by defining this as an Alice’s Adventures in Wonderland-style tale. This isn’t some liminal space with porous borders between the real and unreal, where the distinctive environments and cultures of the South are reinterpreted as unknowable and otherworldly fantasias by outsiders who can’t be bothered to know them as part of the world they live in. Based on the stop-motion animation intro to the preview, and based on how Hazel talks about and reacts to the swamp she’s exploring, this is clearly and unmistakably a fantasy. Hazel’s hometown of Prospero—somewhere near the Gulf of Mexico, obviously within a swamp—has been rocked by a hurricane and Hazel is now in a place that looks like Prospero but obviously represents something else—a folkloric approximation.
(It also has tons of giant peaches, for some reason. They’re all over the place. None of them are anywhere near as big as the Gaffney peach, though—the towering, hemorrhoidal peach on I-85 officially known as The Peachoid.)

Whatever this version of Prospero is, the historical tragedies of the South loom heavy here. Hazel (and thus the player) occasionally sees the spirits of a 19th century weaver and the slaves she’s trying to guide to freedom, and the demo establishes that the poor denizens of Prospero are being exploited by the rich landlord who lives in a mansion up on a hill (and who, in an interesting twist, is Hazel’s grandmother). The main story that unfolds during the demo, about a character betraying his mentally disabled brother (who, in an overt Faulkner nod, is named Benjy) and nailing him into a tree, has the Biblical resonance and folktale universality of a good murder ballad—an artform that isn’t uniquely Southern, and yet one that Southerners perfected long ago.
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