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The Midnight Walk Guide: ‘Chapter 4' Walkthrough & All Collectibles
The Midnight Walk Guide: ‘Chapter 4' Walkthrough & All Collectibles

The Review Geek

time13-05-2025

  • Entertainment
  • The Review Geek

The Midnight Walk Guide: ‘Chapter 4' Walkthrough & All Collectibles

The Midnight Walk Guide: Chapter 4 Chapter 4 picks up right where we left off, so exit the wardrobe and move with Housy down the path. Directly on the left, you'll find a hatch holding Story Page #10 (Who Took The Sun Away?). After heading under the bridge and starting the new section (after the screen fades to black), you'll find Story Page #11 (Who Took The Sun Away?) in the hatch directly to the left of the main path. On the other side of the path, near the Jack-o-Lantern you can light with a candle on the right, you'll find Shellphone #19 here. At the end of the path light the bonfire and chat with the NPC. Finally, enter Housy. When you're done, exit back out by getting rid of the blue eye by the door and then tracing across all the strange white eyes up in the air during the weird dream sequence. A cutscene will then ensue, showing Housy being taken. Musical Statues With the Crawlers Back to top ↑ Continue up the main path (by destroying the blue eye) until you enter a puzzle room. The task here is to move the Crawlers across onto pressure pads to open the doors. Each time you do this, you need to close your eyes and focus on the orange eye to freeze and unfreeze the creatures. The idea here is to unfreeze the Crawler out of its spot to the left of the arena, and then when it's out in the open, stand behind the candle and goad the Crawler over by lighting the candle so it munches on the flames. You can either wait for it to feast on the fire and then freeze it, or just chance it by shutting your eyes just as it hits the pad. Once that's done and the door is open, move the Crawler blocking your path into the larger arena we were just in. You just need to move it far enough away for us to pass. In the next room, you'll find a pressure pad, a Crawler next to a locked door and a matchbox. There's also a conveniently placed hiding spot here too across the length of the room. To begin with, light the candle above the pressure pad when you first enter the room. Next, unfreeze the Crawler on the other side of the chamber and let it move across to the lit candle. Say crouched and out of view until the Crawler is in place, then freeze it in place. Doing this will then open another door, to reveal a second Crawler. The idea now is to move both of these Crawlers, one at a time, to the two candles either side of the door to the right of the arena. It doesn't matter which order you do this in, but make sure you stay crouched while moving them and light one candle at a time. With the doors opened, press Square (X) to use the flying machine with Potboy to the next area. Just after landing, and as the chapter title flashes up on screen, you'll find Shellphone #20 just to the right on the main path. The Grinner Back to top ↑ In this next area, you'll be faced with a new enemy – The Grinner. These horrific foes will charge at you and kill you with one hit. You have no way of fighting back and the only respite is hiding in wardrobes or interiors. Before you do anything else, equip your Matchlock and fire a match at the creature just as it shows its face. Why? Well, you'll unlock the Achievement: Face your Fears. You may die in the process but it's a relatively easy trophy to gain! The aim here is to rush past the Grinner and duck under the bridge to reach a new puzzle. This one's very simple – use the levers to move the short and long hand of the clock back and forth so it reads the time on the smaller clock to the left. The first two levers control the minutes, and the second two control the hours and the time we need is 2:50pm. Once you've done that, follow the new path along, avoiding the Grinner that shows on the path downhill by hiding in the wardrobe. When you reach the big square with the Moonbird and various NPCs, look to the left of this area, nestled between some debris and two candles where you'll find a hatch holding Story Page #12 (Who Took The Sun Away?) If you do miss this Story Page collectible, this is the only pick-up you'll be able to come back to at the end of the chapter! When you're ready, leave this area via the wardrobe and you'll be in a big chamber with a beating heart. Use Potboy by the loose fuse on one side and it'll unlock a new route, via a wardrobe that will unlock after the cutscene. The Sniper Back to top ↑ In this new section, use Potboy to destroy the fuse and unlock the door. Around the corner, you'll find an NPC determined to kill the Moonbird and armed with a gun. The idea is to stick to the shadows and behind the practical props in order to avoid being shot. If you do wander out into the open, you'll be killed instantly so be careful! To begin with, watch the silhouette and move when the sniper isn't aimed in your direction. Next, make sure you're positioned right at the edge of this section, (pictured below) before using Potboy to light the furnace. This furnace will move the prop across and you'll need to move with it, eventually making it to the other side. You'll need to do this twice, with the second time making sure you're not crouched down. When the sniper makes his shot and shoots the prop at the back, rush past and down the gap. Afterwards, use your Matchlock to shoot the three candles and open a path underground. Move all the way along and open the hatch to the right along this path which holds Gramophone Disc #12 (Och Pa Sa Vis Skrider…). After grabbing this, head up the other side and use Potboy by pressing Square (X) to send him into the Projector. Watch the movie, then head through the newly unlocked door and at the end of this long corridor, you'll drop down into the sewers. The Sewers Part 1 Back to top ↑ Inside the sewers, there will be a ton of Grinners here. Most are inactive but a few will move and chase you. There will also be a bunch of candles you can light that will show you the way, although to be fair most of this path is quite linear. Make sure you light a match so you're not fighting against the dark, but at the second candle, don't follow the wisp to the right just yet. Instead, continue forward then open the hatch just beyond this to grab Gramophone Disc #13 (The Craftman's Heart). Return to the main path and then head back outside again. Use Potboy to eliminate the loose fuse just to the right, then follow the path around to the second projector. Send Potboy into this Projector by pressing Square (X) just beyond this. However, to the left of the seats at the back of the arena, you'll find a hatch holding Story Page #13 (Who Took The Sun Away?) The Four Candles Back to top ↑ After the movie, head through the newly opened door and you'll be in an area with Grinners patrolling and four candles dotted around the arena. You need to use the interiors as cover and move around the area, being careful not to startle the Grinners as you do. It's a good idea to head round behind the Grinner and stay crouched to avoid detection. Use the hollowed-out typewriter as a base in the center of the arena and light the fuse inside here too. These candles are generally quite easy to find so explore this section and light all four to open the door forward. After heading through the newly opened door, destroy the fuses and then send Potboy into the third Projector. The Sewers Part 2 Back to top ↑ Follow the path into the tunnels until you reach a wardrobe. Just beyond this you'll find a blue candle you can light on the left which will show you the way. In the next section, it's a good idea to sprint because one of the Grinners will come to life and chase you. There's a wardrobe toward the end of the next section so immediately run and hide inside. This chase sequence will pick up just after dropping down the gap. When you exit the wardrobe, look to the right and you'll find a bunch of Grinner masks. Tucked in the corner, you'll find a hatch holding Clay Figurine #13 (The Ghost of Coalhaven). Continue back on the main path until you reach a T-junction with three paths. Each of these are blocked but the way forward is shown with a blue eye above the entrance. Be sure to get rid of this and proceed into the next chamber. As there's no wardrobe in this section, destroy the second blue eye covering the statue in the middle of the room and you'll find an NPC pointing in different directions. The aim here is to eliminate the blue eyes in order of where the NPC is pointing. If you do any of the others first, out of sequence, a Grinner will show up and get you. Eventually you'll progress through and come to a chamber lit by orange lights and with a silhouette puzzle inside. Before getting to the puzzle, circle around the room and be sure to grab Shellphone #21. Back to the puzzle; there are three switches on a console board that turn the different contraptions around. The idea is to line them up so both shadows on the wall show a candle with a star on top for the left and a creature pointing on the right. It's not too difficult when you solely focus on the candle, as the other picture will just automatically slot into place in doing so. When Potboy drops back down when the puzzle is complete, use the flying machine on the right to leave the sewers. You'll now be in a new section with a fourth projector. Destroy the fuse but before turning on the projector, being sure to head over to the hidden red door in the corner of the room where you'll find a hatch holding Clay Figurine #14 (The Groundskeeper). When you're ready, send Potboy into the projector then follow the newly opened door to the Wardrobe. Use the wardrobe to head back to the beating heart. Use Potboy to destroy the stray fuse and then use him to pump fire into the heart by pressing Square (X) three times. With a neon wisp circling, drop down the gap and into the wardrobe. You'll now be back in the big square from before and if you missed it, you have another opportunity to grab Story Page #12! A cutscene will then ensue with Housy dropped back down again by this titan. As soon as you exit the house, you'll gain the Achievement: The Tale of the Craftsman's Heart for finishing chapter 4!

The Midnight Walk Guide: ‘Chapter 5' Walkthrough & All Collectibles
The Midnight Walk Guide: ‘Chapter 5' Walkthrough & All Collectibles

The Review Geek

time13-05-2025

  • Entertainment
  • The Review Geek

The Midnight Walk Guide: ‘Chapter 5' Walkthrough & All Collectibles

The Midnight Walk Guide: Chapter 5 Area List (Tap to jump down the page!) Candle Alley The Ship Graveyard We're now into the endgame of The Midnight Walk, and chapter 5 begins with us on the road. Follow Housy up the path and on the way, you'll find Shellphone #22 on the right hand side (pictured below). Continue down the road and after the title of the chapter pops up, look over to the left to find a hatch holding Story Page #14 (Who Took The Sun Away?). You'll then come to a large road that eventually ends with the Soothsayer standing, waiting for you. Follow the road as it winds round to the right, and just left of the two candles, you'll find a hatch holding Gramophone Disc #14 (The Midnight Walk) inside. Candle Alley Back to top ↑ The next section will require you to light some candles with Potboy. Go ahead and do that by having the little guy stand on the two matchboxes either side of the locked door. In the following area, a little cutscene will show Potboy lighting a whole bunch of candles. Directly in front of him you'll find a hatch on a tree branch holding Gramophone Disc #15 (Natten Ar Nog Det Finaste Har). In this same section, to the right next to the large curved horn in the air (pictured below) you'll find a hatch holding Gramophone Disc #16 (Att Skada Himlem Om Nattem). When you approach Potboy on the edge of the cliff, he'll be feeling down and you'll need to cheer him up. Head down the hill to the left of where Potboy is sitting and you'll find Shellphone #23 at the bottom of the hill, just to the right of the key item – A shard of Potboy. You'll also find Clay Figurine #15 (The Thief) just opposite on the edge of the cliff (both pictured below). Head back up the hill and interact with Potboy, giving him the shard. With Potboy now back to fighting form, let him lead you across to the shadowed gate and he'll let you pass through now. Keep moving along the main path until you reach the NPC with a bonfire again. Just to the left, behind his little hut, you'll find a pier and a hatch at the end holding Clay Figurine #16 (A Craftsman). Just to the right of the NPC, you'll find a hidden tree stump which has a hatch on. This holds the final Gramophone Disc, Gramophone Disc #17 (Candle Alley). When you pick this up, you'll also gain the Achievement: There is Always Music. Make sure you pick these up before you proceed because they will then be inaccessible as soon as you leave the NPC! The Ship Graveyard Back to top ↑ Continue along the main path and you'll soon come to a new section with a lot of sand, ships and huge anchors. On the main path, just to the left before the campfire, you'll find a hatch holding Story Page #15 (Who Took The Sun Away?). This is your final Story page so upon picking this up, you'll also gain the Achievement: Who Took The Sun Away?. Follow the road down to the bonfire and when you get there, you'll find Potboy talking to an NPC. Just to the left of this, you'll find a hatch which holds Clay Figurine #17 (Housy the House). After picking this up and listening to the NPC, circle around to the right and follow Potboy into the caves here (pictured below): The Caves In the next section, you'll need to light a series of candles, one after the other, as the game works to give a story recap over the tales we've explored so far. The final step will see you light Potboy again. When you do, the darkness will disappear and we'll be onto the final chapter of the game!

The Midnight Walk Guide: ‘Chapter 3' Walkthrough & All Collectibles
The Midnight Walk Guide: ‘Chapter 3' Walkthrough & All Collectibles

The Review Geek

time12-05-2025

  • Entertainment
  • The Review Geek

The Midnight Walk Guide: ‘Chapter 3' Walkthrough & All Collectibles

The Midnight Walk Guide: Chapter 3 Chapter 3 has the most collectibles in the game, with 21 in total. While many are in plain sight, some are well-hidden, and the game often blocks backtracking, so keep an eye out as you progress! When you begin the chapter, move past the NPC holding an umbrella and follow Potboy to the path on the right. You'll find a hatch here holding Gramophone Disc #7 (All Darkness Vanishes). Continue on the linear path and enter Housey. When you exit, be sure to pick up Shellphone #13 just behind you, in the direction that the giant NPC is travelling. Follow Housey up the main road until it stops. When it does, drop down to the lower level. Just to the right of the large cat (pictured below), check the hatch to grab Story Page #6 (Who Took The Sun Away?). The Ice Mines Back to top ↑ Head up the path to the right of the big cat and you'll find yourself inside the mines. Close your eyes by each of the blue frogs around the circle until you move counter-clockwise to the opening of the cave. Once you get rid of this frog, you'll be able to step through. However, do be sure to open the hatch to the right of the second frog, on the top box on the stack pictured below. Inside you'll find Gramophone Disc #8 (I Trappan). Move through the caves until you reach a room filled with pipes. Ignore the pipes in the main area and take the stairs on the right to find a hidden pipe. This will send Potboy to the higher platforms on the left. Next, take the right pipe to move Potboy to the back chamber (pictured below). Stand on the platform and have Potboy light the furnace to rise to the next room. When the platform rises, proceed through into the next room with the candles. Keep lighting the candles as you move through the darkness. At the third candle, take the path to the right and at the end, you'll find Shellphone #14. Return to the main path and when the track splits again, take the path to the right, where you'll find a hatch holding Clay Figurine #8 (The Moonbird). Follow the train tracks on the main path and when you drop down to the lower level, open the hatch to the right and grab Gramophone Disc #9 (Alla Sover). Keep moving, destroying the frogs as you go, until you reach the outside area. The Frozen Wasteland Back to top ↑ In this area you need to keep close to Potboy and any fires from candles to prevent freezing to death. Light the first candle then move with Potboy through the wasteland. At the third candle you light, you'll find a hatch just to the right on a circular shell that will hold Story Page #7 (Who Took The Sun Away?). Time your movements with Potboy to avoid the frozen winds. When the wind dies down, move quickly, and always have a match ready to reignite Potboy if his fire goes out. Coalhaven Town Back to top ↑ At the end of this section, the winds will subside and you'll reach the town, just after the chapter title pops up. There's a map just on the right as you enter and a well in the middle with an eye, Just to the left of this, you'll find Shellphone #15. Next, launch a lit match into the well to receive a key. Use the key to unlock the house just to the left of the well and next to the matchbox. Inside, use Potboy to activate the switch then head outside and face the gas boiler in the distance. Use your Matchlock to light the boiler and unlock the next path. Enter the door behind the boiler and immediately turn left. The hatch here holds Gramophone Disc #10 (Trostetankar i Juletid). Place Potboy on the switch on the other side of the interior then head outside and light the second boiler with your Matchlock, right next to the large locked door. The Bone Puzzle Area Back to top ↑ On the other side of the doorway, head directly forward and grab Shellphone #16. Once you grab this, take the far left path, under the frozen bride, and look for the second set of stairs on the right to find another hatch, holding Clay Figurine #9 (The Soulfisher). Return to the main path and this time go directly forward, past the bridge with a frozen lake. On the left, you'll find two stairwells. Take the stairwell on the right to find another hatch holding Clay Figurine #10 (A Nameless Creature). Back on the main path, beyond the little well, head up the stairs where you'll find another house. At the top of the small set of stairs outside it, you'll find Gramophone Disc #11 (The Lullaby). With all of this done, head up to the neon wisp, where you'll be given a task of retrieving various bones from around this area. First up, grab the Thief's Right Arm from the floor and add it to the grave. The Thief's Right Leg Back to top ↑ With the chain broken, follow the Wisp to this new area. Close your eyes to remove the red eye from the coffin, and be sure to do the same with the creature that will approach you. Light a match and use sound to find the coffins with eyes. Follow the sounds into the cave, keeping your match lit for visibility. Inside, listen carefully to find the correct coffins. When you retrieve the Thief's Right Leg from one of the coffins, don't equip it right away, as this will put out your match and plunge the cave into darkness. This is a problem because another Nameless creature will show up and you'll need to get rid of its blinking red eye to progress. Without a lit match, it's very difficult to see what direction it's coming! Return the leg to the open grave to open up another path forward. The Thief's Left Arm Back to top ↑ Follow the Wisp across to the newly opened door, and you'll find Story Page #8 (Who Took The Sun Away?) inside a hatch to the left. Keep moving up the hill and you'll eventually come to a house up on the hill with a red door. Before we can open this up, take a right and at the bottom of the stairs, open the door by placing Potboy on the marked location (pictured below) so he lights three of the candles at once. While he does this, use your Matchlock and position yourself by the two other candles to light both at the same time and open the way forward. Grab the mask from the newly-unlocked door and place it on the man's face outside. He will clear a path through to an open area with Crawlers. Crawlers in the Ice Back to top ↑ Use the Matchlock to light the candle just to the right of the matchbox. When the Crepeer moves, use Potboy to light rhe cauldron then quickly stand on the platform to be eleated to the higher level. Activate the switch, to turn on the gas then light it with the Matchlock. Head through the door that's opened and follow the path along and grab the key. When you head back outside again, just up beyond the chase sequence with the Crawlers, you'll find a hatch holding Clay Figurine #11 (The Crawler) inside. Use the key on the house and grab the Thief's Left Arm. Just to the left, inside the house, you'll find Shellphone #17. Return the arm to the grave to unlock another route. The Thief's Skull Back to top ↑ Follow the wisp to this new route, but when you reach the open area with large gravestones in the distance, look to your right and you'll find a hatch holding Clay Figurine #12 (Auntie Murkle). Just past this you'll find a bunch of NPCs and an open area to the left, with a slope leading up near some houses. Just next to this, you'll find Shellphone #18. Return to the main path and head down the stairs, and you'll find an NPC with a skull in her hands. After talking to her, follow the wisp but look to your left just next to the NPC on this pathway and you'll find a hatch holding Story Page #9 (Who Took The Sun Away?). Next, track down the Key Critter. Similar to the coffin minigame, follow the jingling sounds through the forest to find the Critter. Open the hatches on the trees and keep moving to the next area when it scurries away. Just before we reach this section, light a match from the matchbox and look out for the first red eye that will open a path through the woods just behind (pictured below). While finding the Critter, do be aware of enemies that pop up here, which can be defeated by closing your eyes and focusing on their Red Eye to get rid of them. At the end of this section, grab the key and open the door over the bridge. Keep moving through the cave and use Potboy to light the Songcatcher on the floor by pressing Square (X) next to it. Then, use the Wardrobe (by removing the blue eye) to activate a shortcut back to the Skull-holding NPC. Grab the Thief's Skull after returning the Songcatcher and return to the grave once more to complete the skeleton quest. Follow the wisp out the graveyard and with all chains removed from the large furnace in this area, use Potboy to head into the pipe just left of the huge contraption, which should now be unlocked. After entering, press Square (x) three times to light the fire within. Finally, head back to the grave and take the blanket from the ghost by pressing X (A). Take a match and light the unlit match in the ghost's hand and she'll disappear. To exit out this area, head inside the wardrobe in front of the big cat which has appeared at the foot of the furnace path. When you emerge on the other side, you'll unlock the Achievement: The Tale of Coalhaven for finishing Chapter 3. Onwards and upwards!

The Midnight Walk review - a terrifying stop motion horror adventure
The Midnight Walk review - a terrifying stop motion horror adventure

Metro

time08-05-2025

  • Entertainment
  • Metro

The Midnight Walk review - a terrifying stop motion horror adventure

They might not be realistic but the graphics in The Midnight Walk are some of the most impressively creepy of the year, in this surreal new stop motion adventure. Although it was not without its charms, we found South Of Midnight to be one of the more disappointing releases of the year. The bland and unoriginal gameplay was the main problem, but it was a real shame that the stop motion animation, used so prominently in the advertising, was only really evident in the cut scenes. The Midnight Walk does not suffer from that problem. It's a weird coincidence that they both have midnight in their name but in terms of gameplay and story the two games have nothing in common. As the latest from the makers of the very good Lost In Random and the very nearly good Fe, The Midnight Walk is a lot less action based and its storytelling much more opaque, In gameplay terms it's essentially a stealth puzzle game, played through a first person perspective in a surreal, and often terrifying, stop motion world. We'd like to explain what's going on in terms of the plot, but you're given very little clue at the start and trying to piece things together is all part of the fun. The purposefully unclear intro describes you as The Burnt One, last survivor of the end of the world. The game is filled with references to fire, from giant boxes of matches, that you use to light giant candles, to the fact that monsters can be distracted while they eat the flames. What this all means is not immediately clear, as you explore the surreal, forbidding world that looks like A Nightmare Before Christmas turned up to 11 (with other influences from Star War alumni Phil Tippet and his film Mad God). One of the only, literal, bright spots is a friendly little creature called Potboy, who has a flame burning in his head. Potboy can be ordered to move to any nearby location, which is the basis of many of the puzzles, as you use him to light the way and interact with machinery and objects blocking your progress. The puzzles are mostly simple stuff, with switches to press and objects to collect, but there are a few clever ones and the difficulty seems appropriate given the nature of the game. The other key gameplay element is avoiding patrolling monsters. These horrible creatures aren't realistic looking but since the whole game looks like some ultra creepy children's show they're actually scarier than just another zombie or demon. You can't fight them – as a character you have no intrinsic abilities at all – so instead you distract them with fire, which only lasts a few seconds, and hide in wardrobes that are dotted about the landscape. There are obvious comparisons to be made with Alien Isolation, but The Midnight Walk is much less freeform and, especially early on, avoiding the monsters is very contrived, as you tempt them down one path, jump in a wardrobe as they pass by, and exit stage left while they're not looking. That's not to say it's not tense and exciting, but it's very obvious that the game has been made with VR in mind, and while that's welcome, given how little support the PlayStation VR2 has had, the narrow paths, linear progression, and slow movement speed all point to a game that has been calibrated for VR rather than normal play – even though the majority of people are only going to experience the latter. This never becomes a serious problem, but the game does feel a little constrained by trying to be two things at once. If you do have PlayStation VR2 though it works an absolute treat and even uses eye-tracking to tell when your eyes are closed, which is a recurring theme as you close your eyes, either literally or at the press of a button, to open many of the closed doors before you or make objects appear. Everything in the game was moulded in clay first and then scanned in to become a 3D object, and it shows. The art style is more abstract than South Of Midnight but the general effect is much more interesting and unpredictable, as it rides that uncanny line between cartoonish fantasy and nightmarish vision. More Trending The setting may be left purposefully obscure at first, but the five main stories are fairly straightforward. They're as bleak as the art style but while occasionally touching they're not as profound as perhaps the developer imagined, so while they and the character of Potboy are engaging they don't elevate the game in quite the manner they needed to. It is probably only a coincidence that two titles using stop motion have been released in such quick succession, but it's an excellent way for games to stand out and a large part of the appeal is that The Midnight Walk doesn't look like anything else around, including South Of Midnight. Good graphics don't make for good games, and The Midnight Walk certainly would be a lot less interesting if it had a more realistic style, but it doesn't. So while it's overly expensive for an eight hour adventure you can still add this to the year's encouragingly long list of high quality and fiercely unusual indie oddities. In Short: One of the most visually distinctive games of the year, that proves you don't need realism or gore to be scary – in this enjoyable mix of stealth, puzzle-solving, and surreal horror. Pros: The visual style is consistently great and often genuinely scary. Some clever puzzles and the stealth elements are extremely tense. Excellent use of VR, if you have it. Cons: It's a bit too obvious the game was designed with VR in mind, with very narrow paths and uncomplicated layouts. Stealth gameplay doesn't evolve much over the course of the game. Not very long. Score: 7/10 Formats: PlayStation 5 (reviewed) and PCPrice: £32.99Publisher: Fast Travel GamesDeveloper: MoonHoodRelease Date: 8th May 2026 Age Rating: 16 Email gamecentral@ leave a comment below, follow us on Twitter, and sign-up to our newsletter. To submit Inbox letters and Reader's Features more easily, without the need to send an email, just use our Submit Stuff page here. For more stories like this, check our Gaming page. MORE: GTA 6 Trailer 2 was watched more than any movie trailer in history says Rockstar MORE: Empyreal review – more than just Dark Souls with guns MORE: Games Inbox: Is GTA 6 the most anticipated video game ever?

The Midnight Walk release date – when you can step into the stop motion dark fantasy adventure
The Midnight Walk release date – when you can step into the stop motion dark fantasy adventure

Daily Mirror

time02-05-2025

  • Entertainment
  • Daily Mirror

The Midnight Walk release date – when you can step into the stop motion dark fantasy adventure

Your journey as The Burnt One begins soon, guided by the lost lantern critter called Potboy, who you must protect at all costs. The award-winning creators of Lost in Random are back with the first project from their own studio and it looks stunning. The Midnight Walk has an incredibly unique selling point, and that's the fact that the game has been entirely handcrafted in clay and animated in stop-motion style. So if you were wondering how it looks so good, that's the secret. ‌ Coming to PS5, PSVR 2, Steam and SteamVR, Moonwalk Studio's first offering is skipping Xbox and Nintendo platforms for now, with the reveal trailer back at February's PlayStation State of Play only mentioning PlayStation and PC. ‌ Oddly enough, the official website doesn't even mention Sony 's platforms, saying 'Currently, the game is confirmed for PC via Steam. Additional platforms may be announced closer to the release date.' Although this reddit post from the publisher's community manager reels off the confirmed platforms above. As for the game itself, it's a first-person dark fantasy adventure that falls into the cosy horror category; gameplay isn't dependent on running around killing things. Instead, enemies are bested by outwitting them and utilising nifty mechanics, like 'closing your eyes' to hear better – which can help overcome enemies as well as finding collectibles and lending itself to the narrative. If you're curious to find out more, there's not long to wait as The Midnight Walk release date is almost here. The Midnight Walk release date The Midnight Walk releases on Thursday, May 8 at 12am local time for PS5, PSVR 2, Steam and SteamVR. The time has been seemingly confirmed by the PlayStation Store page with the usual caveat applying for US players. For the PlayStation Store US, The Midnight Walk releases at 12am EDT for the entire region so that works out as Wednesday, May 7 at 9pm PDT / 10pm CDT. The Steam page doesn't mention a time so we'll have to wait until closer to launch to see if we get an exact time for PC players, and if that's different to PlayStation. What's more, if you're a PS Plus subscriber you can save 10% on the £32.99 / $39.99 / AU$59.95 price tag, and that goes for all tiers. That drops the price of The Midnight Walk to £29.69 / $35.99 / AU$53.95 on PlayStation, so be sure to make the most of that discount.

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