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Midnight Files Review – Solving Crimes, Losing Patience

  • Writer: Niels Gys
    Niels Gys
  • Nov 4, 2025
  • 3 min read

TL;DR

Like CSI shot through a Polaroid camera—moody, slow, and somehow still charming in a “please arrest me for existing” way.


Midnight Files is less about chaos and more about quiet competence. It’s a mood piece. A thinking man’s crime sim. If L.A. Noire was a Hollywood blockbuster, this is the arthouse remake where everyone smokes and nothing explodes.

Beautifully shot, cleverly made, and slower than a constipated sloth—Midnight Files is proof that sometimes solving crimes is less “exciting chase” and more “existential paperwork.”



Freedom of Crime

This is a game about solving murders, not committing them. Which is like buying GTA and being told you work in parking enforcement. You’ve got a camera, a notebook, and the freedom to crouch dramatically beside blood stains. That’s it.


No fast cars, no robberies, no morally questionable flirtations with a femme fatale named Rita Dynamite. Just you, a corpse, and lighting so moody it could host its own poetry night.



Criminal Fantasy Fulfilment

You don’t play the criminal here—you play the poor sod cleaning up after them. You’re basically Batman without the abs or budget.


Still, there’s a weird satisfaction in piecing together someone else’s perfect crime. You can almost hear the killer laughing as you connect string on your corkboard like a maniacal art student. The fantasy isn’t “be bad”; it’s “be slightly less clueless than the police.”



Heist & Mission Design

Every mission is a standalone case. Sounds great until you realize it’s also detective Groundhog Day. You walk in, snap pictures, stare at furniture like it owes you money, and then connect clues until you’ve got an existential crisis instead of a suspect.


A Reddit user said, “The graphics are great, but the board is confusing.” Translation: “I spent ten minutes pinning the toaster to the janitor.”


Still, there’s charm in the repetition. It’s like Sudoku for sociopaths.



Money & Progression

There’s no XP system, no weapon upgrades, no skill tree. You don’t “level up”—you “mentally break down slightly slower each time.”


The only thing you earn is smug satisfaction, which, to be fair, is priceless in an age where everyone else on Steam is grinding for a new hat.



World & Sandbox

Visually, it’s a triumph. The 1980s noir aesthetic is dripping with atmosphere—every room looks like someone murdered an interior designer. Neon lights, static TVs, flickering lamps—perfect for players who like their ambience with a side of nicotine.


But sandbox it is not. You can’t wander the city, interrogate low-lifes, or slap cuffs on anyone. It’s all very… contained. Like a crime scene designed by IKEA.



Crew & NPCs

The supporting cast consists mostly of corpses and paperwork. There’s no charismatic criminal mastermind or charming psycho to banter with. Just you and your thoughts. Which, after two hours, start sounding like Frank Drebin narrating a TED Talk on loneliness.



Police & Law Response

There are no car chases, no gunfights, no helicopters. Just the quiet hum of fluorescent lights and the faint whisper of disappointment. The only “law enforcement” you’ll encounter is your own growing urge to quit and join the other side.


Honestly, the cops here feel like NPCs in The Sims—technically alive but spiritually retired.



Style & Atmosphere

Top-notch. The lighting, textures, and camera work make every frame look like it belongs in a gritty Netflix limited series called People Staring at Evidence.


The soundtrack hums with quiet menace, and the sound design is so realistic you’ll swear someone’s walking behind you. Spoiler: it’s just your sanity leaving.



Replayability

Once you’ve solved a case, that’s it. Replay value is about as high as a used teabag. You can go back, sure—but unless you’ve forgotten the solution or you enjoy pretending to be a forensic intern again, there’s little incentive.


Each case is a self-contained mystery, not a lifestyle.



FAQ

Is Midnight Files worth it in 2025? If you like puzzles, atmosphere, and feeling smarter than fictional cops, yes. If you crave explosions, no.
Does it let you play the criminal? Only in spirit—and even then, your spirit’s wearing sensible shoes.
Is it scary? Only when you realize how much time you’ve spent staring at a shoeprint.
Does it have bugs? Nothing major—just the usual indie jank and the occasional existential dread.
Can I go rogue and commit crimes myself? No. This is a detective game, not your therapy session.
How long is it? Long enough for you to develop a nicotine addiction and start narrating your own life in noir metaphors.

 
 
 

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About Me
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I’m Niels Gys. Writer, gamer, and professional defender of fictional criminals. On screen only. Relax. I front JETBLACK SMILE, a rock ’n’ roll band from Belgium that sounds like bad decisions set to loud guitars. Turns out the mindset for writing about crime, chaos, and villain energy translates surprisingly well to music.

Here I run CRIMENET GAZETTE, a site dedicated to crime, heist, and villain-protagonist games, movies, and series. Not the wholesome kind. Not the heroic kind. The kind where you rob banks, make bad decisions, and enjoy every second of it.

CRIMENET exists because too much coverage is polite, bloodless, and terrified of having an opinion. Here, villains matter. Criminal fantasies are taken seriously. And mediocrity gets mocked without mercy.

I don’t do safe scores or corporate enthusiasm. I do sharp analysis, savage humor, and verdicts that feel like charge sheets. If something nails the fantasy of being dangerous, clever, or morally questionable, I’ll praise it. If it wastes your time, I’ll bury it.

CRIMENET isn’t neutral. It sides with chaos, competence, and fun.
Think less “trusted reviewer,” more “your inside man in the digital underworld.”

I’m not here to save the world.


I’m here to tell you which crimes are worth committing. 🤘

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