Turn the lights down, slip that headset on, and… whoa, are we stepping into Tim Burton’s brain now? That’s how it feels playing “The Midnight Walk.” Let’s just say the visuals are… well, they’re something else, a curious blend of hauntingly beautiful and bizarre. But here’s the kicker—does strolling through this world offer enough action to justify donning that VR gear? Hang tight, I’m diving in.
Right, so here’s the lowdown—the game hits that ‘walking simulator’ sweet spot, leaning on its narrative and visuals, with gameplay that’s… hmm, let’s say ‘chill’? You’re solving these simple puzzles and playing hide-and-seek with creatures that seem straight out of a gothic fairytale. The cool part? Developers hand-crafted assets, then 3D scanned them for the game. Sounds like a mad scientist experiment, right? The result? A darkly spectacular canvas that screams “Burton.”
Now, imagine being a tiny mouse wandering through this world. You get a close-up look at textures and details—textures so fine they’d convince any art critic they’ve stumbled into a masterpiece. It’s like someone painted a nightmare, but with a dash of whimsy. Oh, and the lighting! It’s like an eerie painting that just keeps drawing you in, no matter where you look.
But, and here’s a big but, they touted this ‘stop motion’ animation, which is kinda there… but not all the time. It’s a mix, sometimes it flows, sometimes it’s jerky, like a failed rhythm. And it feels odd, as if someone mixed water with oil. Didn’t really work for me, to be honest.
As you walk, it’s mostly about puzzles and dodging quirky creatures. Not too taxing. No puzzle really sat me down and made me ponder life’s big mysteries. You know the games that have those unforgettable sequences? Well… this isn’t one of those. And the VR part—it doesn’t really scream VR, more like a quieter VR whisper.
Speaking of vibes, it’s weirdly not scary, despite the shadowy aesthetics. I never found myself holding my breath, fearing what was around the corner. Reminds me of dreams that flirt with becoming nightmares but never quite cross that line.
The story? Think cryptic poetry. It’s narrated by a chorus of mystery voices who never really materialize into anyone you actually care about. So, here I was, not really engaged, just wandering because the visuals kept teasing my curiosity. The narrative didn’t grab me by the heart or brain or anything else for that matter. Just… there, a ghost in the shadows urging you forward.
You know, the VR vibe? You’d think having it up close would be the big draw. But the promised VR immersion isn’t… well, immersive. Encounter a door? Nope, don’t twist that key—you’re just pressin’ a button. Want to fly somewhere? Don’t reach—just hit a button and—in the air you go.
There is this cool bit where you can shut your eyes and rely on sound to guide you. On the PSVR 2, you’d actually close your eyes for real—neat, huh? But on PC, you hold a trigger instead. See the difference? It lacks that umph.
Now, comfort-wise—it doesn’t toss you around like a mad carnival ride. It’s got a nice slow pace, but cutscenes might yank your viewpoint a tad. The horizon tilts here and there—jarring? Well, not enough to put me off completely, but hey, your mileage may vary.
Anyway, it’s a mixed bag. If you’re there for the visuals—go ahead, feast your eyes. Just don’t expect a full-on VR thrill ride. You’re basically in for an illustrated midnight jaunt through the surreal, coupled with a dash of whimsy and a sprinkle of… what just happened?