
Video Gamers Podcast
The Midnight Walk – Deep Dive into a Creepy Cozy Walking Sim | Gaming Podcast
Wed, 14 May 2025
Gaming hosts Ace, Ryan, and John lace up for The Midnight Walk—a surreal new indie videogame that’s stirring up buzz (and some confusion). With its haunting atmosphere, claymation modeling, and unapologetically strange design, this one’s dividing the team...for reasons you might not expecrt. Is The Midnight Walk a bold work of indie genius? Or is it just weird for weird’s sake? Your weekly hit of gaming news, deep dives, and everything video games—from the Video Gamers Podcast. Thanks to our MYTHIC Supporters: Redletter, Disratory, Ol’ Jake, and Gaius Connect with the show: Support us on Patreon: patreon.com/videogamerspod Join our Gaming Community: https://discord.gg/Dsx2rgEEbz Follow us on Instagram: https://www.instagram.com/videogamerspod/ Follow us on X: https://twitter.com/VideoGamersPod Subscribe to us on YouTube: https://www.youtube.com/@VideoGamersPod?sub_confirmation=1 Visit us on the web: https://videogamerspod.com/ Learn more about your ad choices. Visit megaphone.fm/adchoices
Chapter 1: What is The Midnight Walk about?
Hello, fellow gamers, and welcome to the Video Gamers Podcast. Tonight, we take a walk down the trail of the Midnight Walk, and I am your host, Ace. And of course, joining me are my two lovely and wonderful co-hosts, maybe not one today, though, as he likes to walk in the path of darkness and betray the light.
it's john hey i resent that man hey you know what you've done i know what is happening but i don't know man i i what we'll see how this episode on unveils i am gonna try and convince you to be on my side oh that's uh
And I can only hope that he walks the path of light and justice with me in this beautiful work of art. It's Ryan.
Give me all the matches, baby.
Let's light them up.
Let's light them up.
Clearly today we have mixed opinions on what's going to be coming forward. But we've talked about the Midnight Walk before. We were all relatively excited for it, I want to say. John, were you excited?
Oh, I was super stoked. This genre of game is usually like a can't miss for me. Indie charming horror is like, if you had to distill my preferred genre down into three words, indie charming horror would be like it.
I mean, it's a cozy, narrative, charming horror game with a clay craft aesthetic. Like, come on.
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Chapter 2: Why is the claymation style significant?
Exactly. For those who aren't aware, I'll go ahead and give the lowdown right here. The Midnight Walk, released May 8th, 2025, and I was very excited for it, is an indie dark fantasy adventure built using real clay assets scanned into the game and animated in a stop-motion style. That's just super freaking cool to me. I don't know about you guys.
It sounds cool. Look, I need to preface this episode, okay? So I am a huge fan of this genre, and I am a huge fan of indie producers in general. And I feel so terrible that I'm about to poop all over this game for the next 40 minutes or however long. I feel terrible about it, man. But, you know.
I couldn't win you over with this, John. I couldn't win you over in the first impressions. And, you know, somehow I got you to finish the game for this deep dive.
He's a professional, man.
I think it just hurts you more. I'll be honest. But the story of the Midnight Wonga is that you are the burnt one and you're going to take your pot boy companion who is like the last light in the end of the world up to the mountain and, you know, hopefully reignite the sun and bring light back to the world.
It's a very simple narrative driven game, but the style is what's going to carry it forward for a lot of people. I'd say what really did anything hook you at all, Ryan, when you started playing the game or was it?
Um, other than, uh, just like the, the kind of the scenery and the atmosphere, I love the look of this right away off the bat. And I, and I knew I would, I mean, knowing, you know, what I know about the other kind of this style. Um, I, I knew I was going to like it right away, but I did not expect to like pop boy as much as I did. Like, he is the most amazing, cutest, coolest little dude ever.
And I immediately fell in love. And I am not kidding. I looked to try to find, like, figurines. I'm like, pot boy, blah, blah, blah. And I'm like, I got some questionable search results immediately. So I'm like, I need to refine my search a little bit. So... But yeah, that was right away. I thought it looked beautiful. The world was cool. And I loved Little Potboy.
I thought as soon as I loaded up the game, I thought it nailed the atmosphere. Cause I don't know if you guys remember the opening, but the opening is you rise from the dead and your vision's blurry and your, your hearing's all screwed up and you just start walking forward down this corridor until a statue with two eyes pops up. And it's just like,
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Chapter 3: What are the main character dynamics?
I was a goth kid growing up, man. I grew up on Nightmare Before Christmas and Tim Burton movies. Coraline, in my opinion, is the most superior claymation movie. I love that movie.
I'm just thinking of John with eyeliner and like... Yeah, you and I have got the same vision.
Pale makeup and black hair and eyeliner. 313 pounds with pale makeup and eyeliner and black lipstick. Nobody understands me. Yeah, exactly.
The whole bit.
I'm embarrassed for my 15, 16-year-old son. But if you were to take most of the concept art and just put it on matte paintings or something like that, I would be like, oh, I'm drawn to this art. Absolutely. In the game, the way that it was put together, man, it just didn't resonate with me, dude. I wanted...
it would have been so easy for me to like this game too it just right right out of the gate never felt to me like it had a heart it looked like somebody was painting by numbers and was like how do we make a creepy game you know like like when tim burton for instance makes a movie or or any property
I think that those things end up coming out the way they do because Tim Burton's just kind of like a weird guy and he sees things through a certain lens. This movie felt to me like it was created by somebody who like,
listens to a lot of creed and nickelback and like nah let's make a dark game guys like how do we make a dark game okay well what what kinds of things are in dark games oh well we gotta we gotta have an edgy name like let's call him uh the burnt one yeah that sounds cool okay like so what's gonna be our hook well uh he doesn't have any eyes or ears and we'll have to like
build that into the game and you know like i don't know man it just it just felt like so formula it never felt like it out of heart even pot just even pop boy dude like oh hold on i'm sorry like again if you were to just like put him on a painting Without any of the context, I'd be like, oh, that's cool art, right?
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Chapter 4: How is the audio design in The Midnight Walk?
Even some of the most clear examples of that in media, Grogu, terrible name still, Baby Yoda, better name, clearly was designed to sell merchandise. But even that, when he's in there, I'm like, that's adorable. Like, there's something... It feels genuine. Nothing about this game felt genuine to me, man. Even the fact that it was claymated... Claymated?
Claymation? Claymation. It's stop motion claymation.
Yeah. Even the fact that they made this with claymation techniques and then scanned it in felt totally unnecessary. Like, I've played plenty of games where... where they have had a similar aesthetic, where that's just how they program it. I felt like, well, how do we get the Tim Burton people? Oh, I get it. Let's make this out of claymation, and then we'll scan it.
Oh, yeah, and then we'll be able to sell that, guys.
Like, just... Little, did you know, speaking of Tim Burton, though, we almost got a Superman, Tim Burton film with Nick Cage as Superman? Yeah. Do you guys know that? You don't have to tell me any weird goth thing. I'm just telling you. All about Nick Cage, Superman. What could have been?
I'm just so surprised. I mean, I kind of get what you're saying. It definitely felt like it was very lost from the get-go, and it didn't really have that heart. I don't know if you felt that, Ryan, if it felt like there wasn't much to go with.
I felt, I guess the long of the short is for me with the design is I loved the characters. I did not really care about the world. Like, I thought it was cool and it kind of looked good, but I wasn't drawn into the world as a whole. I did not like the fuzzy effect they tried to give. Like, you know, yeah, it's foggy, whatever, but, like, you can still see stuff.
I think that was kind of maybe just so that they didn't have to develop as much of the game. So there wasn't... I agree with John that there wasn't really a heart in the world. I didn't feel... I didn't feel like I was where I was. I had no notion. I'm just like, okay, I'm cruising through this area. But I did have a connection to the characters and the character design.
I did love Popaway, and I loved the other characters throughout the game. But just the world itself was just kind of lacking for me.
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Chapter 5: What are the gameplay mechanics?
And I think that really does actually add to the world building, even if the world isn't that great. Sorry, the midnight walk.
Yeah, I was... Again, I... Man, I feel like on paper I could find so many faults. Dude, I'll be honest. I don't even know what the story was, man.
I felt like I was just like... You didn't follow the story?
I couldn't get interested in it. I could not. It just felt like this paint-by-numbers sort of thing. I... When you and I did our initial impressions, I stopped playing it because I got stuck in a part, and honestly, it ended up being operator error. Totally my fault. You know those big gas valve things?
This is a little bit of a spoiler, but there's a certain way that you're supposed to activate them, and I was doing it the wrong way.
Oh, that's where you were stuck? I was curious.
I was trying to throw a... So, oh, yeah.
Instead of the way you're supposed to.
But but the same way, like you find these little like cue card or clue cards and it showed that being thrown. And I was like, why can't I get that? And I just totally forgot that I had the right way to. Anyway, I got past that part. Uh, but I, I, I could just never find, I could never find like love for this game when I stopped playing it.
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Chapter 6: How does the game resonate with players?
Yeah, clearly you thought it was going to be for you. But since you're very familiar with this genre and what it does and what it doesn't do, what makes The Midnight Walk stand out gameplay-wise? Is there any mechanics or anything that stood out to you?
Yeah, what made it stand out for me gameplay-wise was that it was the most boring gameplay I've probably ever played. Oh, come on, John. I got to tell you. So here's the thing, though. I was expecting it, though. I was expecting it to not be reliant heavily on the gameplay. Because it is along the lines of like What Remains of Edith Finch or a Firewatch or something like that.
Yes, it's a walking simulator.
It's a walking simulator, which is fine. I love, frankly, I love easy narrative driven games. Like I don't want to die a bazillion times. When I play a difficult game and I'm dying over and over again, it makes me hate the game. I don't want to like breeze through a game, but like Ghost of Tsushima was like an appropriate level of difficulty for me.
uh expedition 33 unless you ended up in some place where you're over leveled under leveled i should say that was a good level of game for me souls like man can't do them even the even the innocent ones like uh another crab's treasure this game was startlingly simple and easy and Which would be fine if for not the fact that I didn't find any story there to be attached to.
I will say, though, that I didn't do this in VR. I as I was playing it, I was recognizing like if this was VR and I actually had that element of feeling like I was in this world, I think that might probably change my opinion on this.
You know, I felt that way as well, that if I'd been like in the hot seat, you know, as the burnt one doing all this stuff, you could see your hands move when you move them and things like that. Maybe I would have felt more immersed and scared. Yeah. But I do have to agree, it's a very simple gameplay.
I was honestly on the same vein as you guys. I thought, man, I wonder if this is... Regrettably, I can't do VR with motion. But I wondered if this would hit so much harder in VR. That just...
diving into this world to where you're, you know, lighting the matches and you're doing all the stuff and looking around and then getting attacked and whatever happens within the game, like the ability to see it in a virtual world might be that extra jump to take it over from a meh game to like something that is standalone, you know, something that really kind of is warranting those reviews, you know, a 90 whatever percent.
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Chapter 7: What are the overall opinions on the game's narrative?
But you know what I'm talking about? Like, like there were scenes where there, there were a couple, I want to give the game credit. There were a couple of like a creature designs that I was like, okay, that's pretty cool. Like the, the grinners, I think they're runners. I was like, that's pretty cool.
But, yeah, when you're sneaking around from doing the stealth elements of this game, you would once in a while hear this, watch out! And I'm like, who the heck is saying that? Who's telling me?
Thank you, but who is that?
Potboy, you can speak? Yeah. I didn't think you were intelligent enough to breathe on your own.
And it's the only time in the game that that happened. Like, if it is in fact... The voices of the dead or what? Like, I think that's the only time in the game you hear that. And again, that just to me feels like bad. It feels like play by numbers design. I think somebody when they were creating this game, they go, well, this is a VR game and things are going to sneak up on you.
And that's going to frustrate people. How do we warn people? Oh, just have like a voice. A look out.
okay how do we explain that i don't worry don't worry about it it's fine you'll figure it out i prefer the big stomps like oh yeah right right oh my gosh something's coming then you're like oh and you like look back and you're like ah you gotta run Yeah, see, Ryan, that would have been far more effective for me, man. Dude, sign me up. Put me in coach. I'll design it.
Which, again, is like the audio design, I think, was the shining thing in this game.
I would say I think the audio is the best thing I've experienced is just because it's the binaural audio, which, you know, is, you know, from whatever side you're hearing things is where it's coming from. But also it's part of the mechanic of closing your eyes and listening for invisible objects.
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Chapter 8: Is The Midnight Walk worth playing?
So I just, I know like, cause you talked about, um, games made in VR or people playing games like super hot. Yeah. I've heard people that love Superhot that didn't play it in VR. I'm like, what? It's one of the best VR games ever. How can you play it in not VR? To me, the ability to dodge and move and move around, all that stuff, that's what makes the game. So I'm wondering if we...
are missing a little bit of that magic, not playing it in virtual reality as opposed to just on a screen. We're not getting that extra layer of depth that we otherwise would have had if we played it with a headset on.
Yeah, it could be the difference between watching a recording of a roller coaster and being on a roller coaster.
Yeah, maybe so.
That's a pretty good analogy.
Listen, I'm trying to make a show here, John. What are you doing?
Josh just schooled me in my storytelling in the previous episodes.
Well...
I'm curious to know, do you think the VR integration has hurt this game's development, or do you think it has made it better?
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