Abstract
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Interactive clearance horror game, midnight walk, focuses on character -driven stories with deep topics of relationship and sacrifice.
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Unique roles such as suits, auntie Merkel, Headmistress, craftsman, civil fisher, enhance the game in the game.
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House and Pot Boy play a key role, a flame, a flame, the main message of the game and play the necessary role in delivering the main message of companionship.
The midnight walk is an adventure horror game made using a mixture of clay mix and digital art that makes it an incredibly unique title with amazing visuals. It is difficult to keep the controller down before the end of your long walk, combined with interactive stories in the dark environment and tone.

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The main focus of these stories in each chapter is the character you can learn about, talk, and naked along the way. Although individual characters have many small characters, some are focused and tell memorable stories that are combined to create a final message about relationships and sacrifices.
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STOSEERS
One of the more mysterious and secret characters you meet with the midnight walk is two heads of the steps and speak in one voice, making the story confused about your character. Their design is also incredible and gets your attention when you meet them.
Also, as one of the last characters, talking to you near the end of the game, they want to make you at the top of the Moon Mountain. Because of his role in the game and his dialogue, he appears as a more academic narrator than the world.
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Auntie Merkel
Before meeting it, the Sankh speaker was predicted, Auntie Merkel is one of the most hopeful characters you meet. When you see it for the first time, she’s comforting a monster in the jungle, comforting the distressed boys in the campfire.
After the leaving of Pot Boy, Auntie Merkel shared some valuable words of wisdom when you both look at the star light. Its last line is an important reminder for the player who can affect his final decision, “Is that enough?”
Although there is no wrong end, the story you can see inside the hown, which features Merkel, gives you indications that you can lose or get through the final decision.
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Headmusters
In an attempt to offer a levy in another dark and horrible experience, the heads of the Nun Vill are bullying and dilapidated, the decision to remove themselves from their body has literally reduced it. In the middle of the city, the headmaster sets you on the task of dealing with the local animal.
After his speech, the mulgium appears and immediately. He eats it, the head sitting with him takes his place with a drill resignation and gives you the same thing. It is also the character that offers you a match gun, which opens the new game play mechanics used during the rest of the game.
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Craftsman
The biggest role you meet, the craftsman has been introduced by stealing a wandering house, moving the path to recover. Its design is both great and significantly permanent, which shows the crown of buildings on its large head that indicates their duties as a leader and a builder.
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During the various films you see at the Craftman level, you learn how tragic she is really, she is really anxious for her daughter’s love but is unable to accept her as an individual. This character is one of the few people that you directly affect, and agree to repair your relationship and change your values.
When you pass it before you reach it, you predict the story.
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Civilian Fishr
Like suits, you meet civil fisher in several places with midnight walk, often meets it without any campfire. He is both charming and the sound of his voice, which has presented the nuggets of wisdom, which makes him feel timely and well.
One of the cones that you can find also provides indications of its origin, perhaps older than any other creature, who knows the places away from Moon Mountain. Its dialogue also helps to tie game mechanics with its message, which affects the importance of relationships and listening to the world’s offer.
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Moon bird
A character that appears in a handful of important moments of the story, Moonbird, is an healing and madness because he is seemingly more powerful than that. Stories, the moon bird is happy in the dark turns and tragic heads, such as the nine villain and the craftsman.
Regarding an inactive observers, Moonbird takes special interest in your journey, when you will have the courage to expect any hope about the end of your journey. An excellent foil for other characters like civil Fisher, Moonbird, offers a unique view that enhances the horrific sadness of the game.
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Thief
Perhaps the most tragic story of any chapter of the midnight walk was the kid of a thief, Kohin, who was suffering from a flame given by bright matches. By stealing a lot, he deprived the city on the path to widespread the furnace, and effectively killed everyone in the city.
As a result, people turned on him and eventually killed him, who did not restore Bhatti because they still died. The story of the thief is also one of the one to get rid of, as you restore his body and offer him a last match, which shows the compassion he needs.
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Irigium
A unique turning point that eliminates you the expectations of the monsters that are initially introduced to you, Mulgium is uniquely that it is not really a monster. After going into the swamp and recovering pieces of clodron, you found that Mulgium was a victim of any Will.

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There is even a cone speaker where the mulgram speaks, discussing their importance in maintaining individual relations and natural discipline with their people’s fire. The last part of the surface, where you return the mulgram fire and watch the stars made, is one of the most powerful moments of the game.
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Home of the house
One of the two best friends you make on Mon Mountain trip, the House is a walking house that resembles Baba Yaga’s chicken hut, behind you and your puppy boy with a midnight walk. It also works as a way of seeing your collective, music and watching the story that you can expose through the search for rails.
Although Housy’s conversation or expression of emotions is not high, the role of the house in the story is one that will give you a deep appreciation for it. Even the boys and houses have a relationship with each other, which makes you feel like a real three.
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Pot Boy
The first boy and real hero of the midnight walk, Pot Boy, is an innocent small flame that likes to kiss coal and help you on the journey to Moon Mountain. Each time the pot is lost, the stolen, hurt, or sadness is a moment that breaks your heart every time.
Pot Boy is also an important personality of the game’s main message, which finally tests you by giving you an important choice of making an important choice. Every step of your journey that you do with the Pot Boy, especially the first meeting between the two is a monument that makes the game worthwhile.