You play Hazel, a track runner of the US south.

A hurricane is coming and she’s packing up her family’s belongings to escape.

It’s a game of glamorous good looks.

Hazel looks worried as she stands in front of red threads.

Humans with deep, expressive faces and fanciful costumes meet giant catfish with ornate whiskers and glittering eyeballs.

But even putting that visual gimmick aside, it’s still an often stunning thing to look at.

It’s also sonically off the charts.

Cover image for YouTube video

You might sense a “but” coming.

The sights and sounds, and its stylish sense of magic, are enough to recommend it.

“you might squeeze into small spaces I can’t!”

Hazel walks past a tree in the shape of a mother holding her child.

she exclaims when meeting a small companion who will become a usable skill.

It’s as if Hazel is a player too, and has access to the game design document.

Combat can also feel a little stiff.

Hazel prepares to run along a line of quilts.

I have other fighty nitpicks.

And this is all housed within a repetitive structure that reoccurs every chapter.

For me, its repeating hazards and patterns of storytelling started to feel overworked by the halfway point.

Hazel looks out over a forest at sunset.

That’s a lot of my curmudgeonly muttering out of the way.

Hazel is simply a decent human.

She is mouthy yet refreshingly non-judgmental.

Hazels looks up at a whale skeleton suspended from the ceiling of a cave.

Her warmth extends even to people who’ve done awful things.

There’s something comforting about controlling a person this open-hearted.

Granted, sometimes that empathic tale and the game’s platformy action feel at odds.

Hazel walks on collapsing brick streets flowing in a void.

Again, that feels like the result of the action adventure format.

I complained earlier that the game sometimes lacks trust.

But in the storytelling, at least, there is some faith in the player.

Hazel in combat faces two enemy “haints”.

Crows are constantly used as feathery signposts to show you the right direction.

A flashback shows two ghostly figures talking, one of them holding a gator on a leash.

A denizen of the swamp looks worried as he speaks to Hazel on his porch.

A giant gator snaps his jaws at Hazel as she flies away.

A giant catfish speaks to Hazel from the shoreline of a river.

Hazel prepares to face the Rougarou, a winged beast of Cajun myth.

Hazel watches as two monsters meet in a swamp.

Hazel’s stuffed toy sidekick Crouton meets two rabbits underground.