Eternal Darkness: Sanity's Requiem

Eternal Darkness

July 07, 2002

Platform: Nintendo Gamecube
Developer: Silicon Knights
Publisher: Nintendo
Reviewed by: search66

 

Gameplay: [8] Graphics: [8] Audio: [8] Replay: [7] Overall: [8.4]

 

"Nintendo is pulling out all the stops, in hopes to vanquish their kiddie mentality. Eternal Darkness shoves the game down kiddie-critics and gives GameCube owners something to cheer about."

Intro
Right. You finally managed to sleep with lights off again after beating Resident Evil. Don't get to comfortable, because the next step in evolutionary gaming is here. Silicon Knights has put some serious time and effort in the developmental process of Eternal Darkness, and it shows. While the game might not be as aesthetically as impressive as Resident Evil, it is sure to beat it on a deeper scale.

The initial game was planned for a release on the N64, but thigh deep into the programming they ditched the effort after watching the system go down in a ball of flames. Resurrected, Silicon Knights revamped their work and focused on a GameCube release. With this kind of a game, it is good they didn't ditch the plan.

While Eternal Darkness is a hybrid of the survival-horror game, it really does take the genre to a new level. Die-hard fans of the genre be at ease though. There are plenty of puzzles and button switches to make any puzzler get puzzled, and enough action to appease the most adventurous adventurer. Eternal Darkness combines many aspects of similar games, yet the influences are just that... influences. Eternal Darkness is in a category all its own and should be respected as a solid well-built title.

This can't be happening!
The most unforgettable factor in ED has to be the overall experience that it gives you. Aside from the smooth controls, the surrounding events always make the game extremely memorable. Throughout the gameplay it really tries to mess with your mind. One time about 20 hours into the game, my menu system popped up and confirmed that my saved game was deleted. It looked so real, that I was frantically hitting my controller. Events like this really twist your thought process. At other times you will see a realistic "volume display" lowering and raising on their own accord. These events, again, look so real that you at times lose what is real and what isn't. The effect is great, but at times you might get a bit aggravated as your character will scream: This can't be happening! and then switch back to "reality". A good example is this: Your character opens a door. The screen switches and an enemy appears totally annihilating you. You then switch back to reality and open the door...

One of the biggest complaints of Resident Evil was the quirky controls. Luckily Eternal Darkness is a breeze to control and easy to master. The overall physics are nice, and the button allocations are ideal for the game style. The "twist" of ED is the semi-ingenious targeting actions. Using a combination of your right trigger button and your analog stick, you can target different areas of an enemy’s body. This means you can chop off the arms or head of a charging zombie. While the effect is brilliant, I find myself opting for the basic free-form attack with no targeting. The free form is generally faster, but at times it is ineffective. There are times where you must target an enemy; such as the Horror, and focus on one point on their bodies..

Since the combat system is so elementary, I expected some glitches in the matrix, and I was right. The biggest complaint of the game has to be fighting in tight situations. Trapped in a small corridor with enemies at both ends tends to be insanely frustrating. Swinging your weapon, will hit the walls realistically thus dulling your blow. While I appreciate the realism and physics of the scenario, the developers should have given the player the ability to lunge or thrust instead of a mammoth swing. Aside from that, the gameplay is truly classic old school. You will find yourself going from point "A" to point "B" to activate switch "C" and then back to point "A" to place item "D" in slot "E". You get the idea, and it does take a bit of patience to deal with this type of old-school gameplay.

Puzzles are scattered throughout the game, yet it doesn't seem to hinder the fast paced action that the game brings to the table. While no game can match the puzzle-ness of a RE, Eternal Darkness does give it a good shot. As fate has it, even the most novice gamer could figure out the puzzles in this one. There is no need for a guidebook here... The simplistic puzzles seem to compliment the brilliant storyline and energetic gameplay. Speaking of storyline, it is a fantastic one at that. While I admit the initial story is fairly stupid, ok really stupid; the games diversity and playable characters bump this up to one thick plot. Basically the silly plot is to find out who killed your grandfather. 90% of the enjoyment of the game is the story and reading anything into it would be like stealing Christmas morning presents from you...

The game could easily be substantial enough as it was, but Silicon Knights through yet another layer to its already complex game. Magick. While the game is by no means an RPG with limitless spells, it does provide some unique aspects of a magic system that I grew to love. There are only 12 spells within the game, but obtaining them is a challenge in itself. The magick system is centered on obtaining runes and codex's in order to achieve the right spell. Trial and error in creating spells can be done, but your better off searching for the spell "ingredients". The spells range from simply healing yourself to summoning monsters that work for you. At other times you will find other spells such as "enchant" that is crucial to the success of your game. The magick system itself is quite nice, and perfect for a console based system. You can either trudge through your menu systems to cast the spell, or you can quick-assign them to the digital keypad. This comes in very handy for tight circumstances. However, just make sure you don't assign larger spells, because it takes too long to cast. Here's another hint for you Darkness fans: After you acquire larger codex’s (5 and 7) go back and reconfigure your old spells. Placing the "power" rune in empty slots will make your 3 slotted spells much more effective and powerful.

Lastly, the final link in the game is the "sanity" meter. Similar to the health meter, insanity is bad and when it goes up, bad things happen. Each time you encounter an enemy your character flashes and the insanity goes up. Depending on the character and sanity amount also effects what takes place. A high insanity level will produce visual effects and creepier gameplay. The only way to lower your insanity, thus increasing your sanity, is to "finish" the enemy (a la Mortal Kombat). Once an enemy is about to die, an option pops up to finish them. The neat-o animation pulls off the final blow and your sanity level decreases.

The game is good. Good and long. I've never played a non-RPG that has lasted this long. The info claims the game will give you about 50 hours of gameplay. The first time around I did it in 43 hours (there is a time value within the menus). I'm on my second time through, and find it just as enjoyable. I mentioned before that even fairly novice gamers can figure out the game and no hint-book is needed. The balance between puzzles and adventure is well-done and mad kudos to Silicon Knights. Another problem that many other similar games run into is the fairly linear gameplay. For the most part the game is quite linear, but there are multiple routes to get to the same goal. Since the game spans through centuries of history, the concept of collecting pages and actually playing a book is mind numbing. You'll never get bored with the transitions.

Feed me Seymour!
The visual effects are nothing less than perfect. While the overall "wow" effect isn't quite the same as it was in RE; the complexity is equally as incredible. The fully active rendering shows how well a game can be developed and solid at that. The animations are super smooth, and the creepiness just oozes at the seems. I mean the graphics aren't necessarily scary, but it does provide moodiness like none other. Lighting effects are nicely done, and the environments are finely detailed. The game is generally all indoors, so we can't get to see how well the Cube could have handled that much work... But, I was impressed with the performance and stability/framerate throughout the game.

Other notable visual impressions lay mostly around the extra-gaming experiences. These include the interactivity (or lack thereof) with the user. These triggered events simulate "real" events like your TV turning off and the screen going black, really keeps you on your toes. Visuals also are dependent on your sanity meter and objects can blur and twist accordingly. Overall an impressive masterpiece.

In terms of audio, it is a mixed bag. The voice acting is well done and crystal clear. With Dolby Surround II (glorified stereo) the sound is quite good. The sound effects are neatly packaged with some nice dynamic effects. On the bad side, the soundtrack is fairly dry. At first the tunes are memorable and dramatic, but simply loop far too often. The same rendition throughout the level can be somewhat of an annoyance if listened to closely. Still, the audio portion of the game is solid and enjoyable. While much of the eeriness is lost due to the looping of the soundtrack, it still gets at least one thumbs-up.

66 Says:
The question I asked myself after completing the game was this: "Was the game worth four years of development?". No way. It's not that good. What it is, is a long journey and rewarding game to play. It gets a solid four stars, but still is far from perfect. What would make it a perfect game? I don't know. The soundtrack needed work, but other than that there is just something missing. I really can't put my finger on it, but it lacks the gravitas that one would expect after reading rave reviews.

Do I recommend this as a purchase? Without hesitation. A rental wouldn't even skim the surface to be truthful. A full purchase would be ideal, and should at least entertain most gamers for scores of hours. I enjoyed the game a ton, and will probably shelve it after the second time through. I've read that there are numerous secrets within the game, but never had the desire to research any Easter eggs. I feel that Nintendo is still going in the right direction and is basically rubbing games like this in the face of kiddie-critics. A solid purchase.



 

 

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