Upcoming Horror Game The Midnight Walk And Its Hand-Crafted Clay Figures Are A Sight To Behold

Upcoming Horror Game The Midnight Walk And Its Hand-Crafted Clay Figures Are A Sight To Behold

When Olov Redmalm and Klaus Lyngeled, the co-directors of the upcoming first-person horror game The Midnight Walk, turn on their webcams, we’re immediately greeted by rows upon rows of clay figures. One peers at us with red eyes and a disquieting grin, jagged hair falling unevenly around a pale face, while another is a several-foot-tall giant that looms above the rest, so large that there seems to be a castle perched on its head like a crown. Each is a meticulously crafted creation that instills a mixture of creepy and cute, calling to mind any number of stop-motion classics, particularly those of Studio Laika and Tim Burton. We’re told that after molding these miniatures with a combination of clay and household objects, they’re scanned with a smartphone and eventually uploaded into Unreal Engine 5, the details and idiosyncrasies not lost in translation. It’s an approach that pays off because if there was one thing clear from our 30-minute hands-off demo of The Midnight Walk, it’s that as long as it maintains this level of visual creativity, its dark fantasy world will be one to remember.

As for where this journey begins, The Burnt One wakes up in a mausoleum with blurry vision and muffled hearing. As they stumble out of their sarcophagus, they’re given eyes and ears by a totem; you’re given these sensory organs as if you’re Samus gaining the Morph Ball upgrade because these seemingly basic capabilities are integral to exploring and surviving the creatures that prowl this place. For instance, you quickly come across a wall of dressers with dozens of drawers between them, one containing the key you need to proceed. Thankfully, you don’t need to take a trial-and-error approach because if you close your eyes, you can use audio cues to locate hidden objects, honing in on sounds like a metal detector before opening your eyes to find the exact location of the key. Later, we saw a more striking example of how sight is a central mechanic, and as a ghostly being rushed the player, they closed their eyes at the last moment to freeze this malevolent presence in place.

The Midnight Walk Olov Redmalm and Klaus Lyngeled

After solving a few puzzles in the introductory area, The Burnt One is treated to their first major reward: a striking view. Perched on a cliffside, we see a village below, its crooked spires engulfed in a blue fog that gives way to a purplish hue in the distance. It’s a sight that immediately conveys the heart of this experience, a blend of cozy and grim. Later, we meet all sorts of malicious or friendly creatures that further this gothic daydream, all defined by a tactile sense of detail thanks to the means of their creation as they’re digitally animated to evoke stop-motion aesthetics.

While Olov and Klaus didn’t shy away from Laika and Aardman Animations comparisons, the work of their studio, MoonHood, has its own identity here, one that’s even distinct from these co-directors’ previous work on Lost in Random. The ambiance is further tied together by a moody, soulful score, apparently produced and recorded by a local Gothenburg band, a fitting match to the hand-crafted feel of everything else here.

And beyond its impressive style, we eventually also got a better look at The Midnight Walk’s core gameplay loop as it mixed stealth, horror, and puzzle elements while forcing you to evade dangerous monsters. The first of these foes you come across is “the Crawler,” which lives up to its name by unnervingly shuffling around on all four legs. Its eyes are sown shut, but it will quickly track you down and instantly end you if you make a sound. While fighting against these enemies was futile, luckily, there were ways to get around them, like hiding in conveniently placed closets, Amnesia: The Dark Descent-style. There were more tricks, too, and a creepy nursery rhyme taught us that we could distract the Crawler by lighting fires, letting us get through unscathed.

The Midnight Walk horror

After escaping these creepy crawlies, The Burnt One found out why they woke up in this mysterious place: so they could meet the most adorable little ugly-cute dude imaginable, Potboy. As their name would suggest, they are a boy whose head is a pot. After bringing this guy back to life with fire and a meal of charcoal, they join you on your journey, helping solve puzzles via commands. They’ll light a distant torch, crawl through pipes, and perform other tasks, all while making very charming gremlin noises. And maybe most importantly, they keep you company as you’re hunted by a variety of nightmare creatures, like the Grinner, a head affixed to spindly legs that opens its face to reveal another face.

After finding your new buddy, you meet another friendly traveler who casts a light on The Burnt One’s quest: they are here to steward Potboy down the Midnight Road leading to Moon Mountain, so your partner can achieve some vague but important mission there. Oh, and you have to bring fire back to this world of darkness, but no pressure. Very much taking the “throw the viewer into the deep end” style of storytelling, you’ll discover enigmatic audio recordings in snail shells and meet strangers with cryptic advice as you piece together the internal logic of this strange place. There are mask-wearing Ragdolls who apparently impersonate the “two-legged beings who aren’t around anymore” and vagabonds with ominous prophecies. And, of course, the path down the Midnight Road isn’t straight because you’ll frequently get pulled into various self-contained adventures, like one involving the several-foot-tall clay figure that stands behind Olov.

The Midnight Walk Clay Figures

Here, we saw the demo’s final sequence, which demonstrated all the previously mentioned mechanics in unison. The Burnt One had to light multiple torches as they navigated a mazelike series of houses and alleys, a mission complicated by multiple Grinners who prowled the streets. They needed to sneak their way through to survive, using their newly found matchlock gun to light torches from afar and closing their eyes to open up hidden passageways, even as nasty monsters chased them. While it’s impossible to fully judge how this felt to play based on a hands-off demonstration, it seemed to bring together the previously mentioned mechanics in a potentially interesting way. The real test will be if this all provides enough mechanical substance throughout this journey, but I’m looking forward to finding out for myself when the game comes out for PS5, PC, and SteamVR/PSVR2 on May 8th.

While we only got a brief look at The Midnight Walk, I was quickly sucked into this macabre fairytale. You could feel the attention to detail that went into every stray character; at one point, we saw a two-headed man whose coat was apparently constructed via World War 2-era newspaper clippings, and at another, an antique camera was fashioned into an in-world movie projector that displayed a silent live-action film using the real-world character models. While just about every game requires a tremendous amount of time and effort, The Midnight Walk makes you feel that labor in love in every freaky little clay figure.


Elijah Gonzalez is the assistant Games and TV Editor for Paste Magazine. In addition to playing and watching the latest on the small screen, he also loves film, creating large lists of media he’ll probably never actually get to, and dreaming of the day he finally gets through all the Like a Dragon games. You can follow him on Bluesky @elijahgonzalez.bsky.social.

 
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