The Midnight Walk kinda feels like stepping into Tim Burton’s brain—or maybe what I’d imagine it to be, anyway. It’s a game, yeah, but mainly a visual ride. Beautiful and dark all at once. But like, is there actually stuff to do that’ll make you wanna strap on that VR rig? Guess we’ll see.
The Midnight Walk Rundown (not sure why I’m making lists, but here I am):
- Publisher: Fast Travel Games
- Developer: MoonHood
- Platforms: Steam (VR if you fancy), PS5 (again, VR’s there if you want it)
- Tested on: Quest 3 via Steam Link
- Release Date: May 8th, 2025
- Price: $40 (kinda steep if you ask me, but what do I know?)
Gameplay Vibes
So yeah, it’s a ‘walking simulator,’ which basically means you’re there to enjoy the scenery and maybe solve some head-scratchers. The highlight? That art—seriously, it’s like they dove headfirst into the Burton aesthetic. Picture this: they handcraft a ton of stuff, then scan it to pop into the game. The vibe is… well, let’s just say "darkly beautiful" feels right.
Ah, there’s a bit where you’re the size of a mouse. Seeing tiny details and textures that close up? Pretty wild, right? The lighting here totally pulls you in too. Even when you’re just wandering around, there’s something eye-catching, like, always.
Okay, but then we get into animations. Supposed to be ‘stop motion,’ but not always. Kinda jarring when it flips between that and smooth animations. Feels off. Like, did they mean to do that? Or did someone just mess up? Meh.
Puzzle Time (or lack thereof)
You get basic puzzles and hide-and-seek bits with some downright twisted creatures. Never had one of those "aha!" moments, where you solve something and feel like a genius. More like, "Oh, that’s… it?" And wasn’t anything you couldn’t just do on a screen if you wanted to skip the VR.
Also, not spooky enough for a horror game, IMO. But it’s creepy in that “I think I saw this in a weird dream once” kinda way.
Immersion? Sorta.
What’s cool: you can pop on a headset and get all up close and personal with this eerie world. But… the VR bits? They don’t slap. Like grabbing keys or opening doors—you’d think you’d actually touch them, right? Nope. It’s just "Press A" and move on.
There’s this thing where you’re supposed to ‘listen’ to sound cues by closing your eyes, guiding you or changing stuff around you. PSVR 2 uses eye-tracking for that, but on PC? Just hold a trigger. Not quite the same vibe.
Comfort Zone
Slow moves keep it mostly comfy. But sometimes, cutscenes kinda yank your head around. Tilting the view unpredictably? For some it might be a little, what’s the word, nauseating? Wasn’t too bad for me, but hey, we all handle VR spins differently.
Anyway, did this feel more like a walk than a game? Probably. But there’s something intriguing about exploring a space that feels crafted by artistic hands, even if you’re mostly just along for the ride.