
Topics: Xbox, Xbox Series S, Xbox Series X, Microsoft, Interview

Topics: Xbox, Xbox Series S, Xbox Series X, Microsoft, Interview
Xbox has struggled with its first-party output in recent years.
While there have been plenty of enjoyable releases, the green brand has failed to launch a GOTY nominee within the last 11 years, something I imagine it’ll be hoping to change with upcoming titles like Fable and Marvel’s Blade.
However, Xbox did secure some first-party recognition at last year’s The Game Awards with the charming third-person action-adventure South of Midnight from Compulsion Games.
At the ceremony, it won Games For Impact, and the title added yet another trophy to its winnings at last week’s BAFTA Games Awards.
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There, Compulsion Games was awarded the win for New Intellectual Property.
This comes just weeks after South of Midnight was ported to PlayStation 5 and Nintendo Switch 2 having previously only been available on Xbox and PC.
GAMINGbible had the opportunity to catch up with several members of the development team backstage moments after their win.
Compulsion Games isn’t exactly a studio known for producing series, instead choosing to pursue new ideas with each new release.
Given the recognition though for New Intellectual Property, I was keen to discover whether the team were tempted to reunite with Hazel in a follow-up to South of Midnight.
“We can’t talk about that just yet,” said studio head Guillaume Provost. “I mean in terms of the world, the folklore, I think we've created something that was really rich [and] that resonated with players.”

He continued, “I think the team is always interested in creating new things, but also interested in understanding what fans want, what the audience wants. And so never say never.”
You heard it here, South of Midnight fans. Let your voices be heard.
On whether it’s daunting creating new IPs within an industry so obsessed with pre-established ideas, art director Whitney Clayton had this to say: “Of course. But like with all scary things, it's worth it. It was wonderful. You're always taking risks, but that's our thing is to take risks because that's what we care about, you know, telling original stories.”
“I mean, we've only done original IP so far,” Guillaume added. “So it's something that the studio really prides itself on - creating worlds, creating stories for characters that are relatable, that have stakes, that people can relate to and understand.”
He continued, “I think there's the journey of creating something new. You always go through moments of uncertainty, vulnerability. In those moments, we're asking ourselves if we're doing the right thing.”
South of Midnight tells the story of Hazel who ventures off in search of her mother after their house is blown downstream in a storm.
Set within the small southern US town of Prospero, Hazel unearths her role as a weaver, tasked with mending the Grand Tapestry.
Throughout her journey, she encounters folkloric beings, including the likes of Huggin’ Molly and Two-Toed Tom.
The region’s folklore is so beautifully represented in what is one of last year’s strongest soundtracks. Here at GAMINGbible, we awarded the game a score of eight.
“South of Midnight is, for me, an unmissable experience despite playing it safe in a couple of key areas,” we said.
“This is an exceptional adventure that I simply couldn’t put down and I truly hope it’s not the last journey I’ll venture on with Hazel. While the combat and traversal is both entertaining and proficient, it does lack development as the game progresses creating somewhat of a repetitive feeling.
“But I couldn’t help but find myself partially overlooking that as South of Midnight offers such a remarkable story and what could be the year’s best soundtrack. Just like Hazel, South of Midnight occasionally stumbles, but it’s most definitely still a journey worth venturing on.”
READ MORE: South of Midnight review: An unmissable adventure despite a few pitfalls