Since the early 2000’s, the world
of genre games have been dominated by franchises with big names and illustrious
pedigrees. It can be difficult to find a relatively unknown game amid the large
advertisements for games like Halo, Resident Evil, or Call Of Duty 10: We Stopped Giving a F*@K After The Last Six Games.
Not to say these franchises are bad in there own right, it’s just that they
have a tendency to steal all of the attention from lesser-known games of merit.
Games like Eternal Darkness: Sanity’s
Requiem. Developed by Silicon Knights, published by Nintendo in 2002 and
written by Denis Dyack and Ken McCulloch, this game was one of the few serious
Survival Horror Games published for the Gamecube. It was Produced by Denis
Dyack and Shigeru Miyamoto, the latter of which is Nintendo’s Think-Tank for
games like Mario, Zelda, Pikmin.
Eternal Darkness: Sanity’s
Requiem might at first appear to be a Resident Evil clone, but it is
much more than that. Instead of simply throwing as many horror movie rip-offs
as possible into a secluded mansion, it spans over 2000 years and is plot-driven
by the characters of each era. The main character is Alexandra Roivas, Buffy
look-a-like and grand-daughter to a renowned psychologist who was just found
gruesomely murdered in his Rhode
Island mansion. Deciding to stay in her
newly-inherited house, Alex begins to see ghosts and other strange occurrences,
which lead her to find her grandfather’s secret collection of occult lore.
Among the myriad artefacts is a book bound and embossed with human flesh and
bone. Called ‘The Tome of Eternal Darkness’, Alex discovers that her
grandfather was guarding several artefacts from an evil undead wizard intent on
bringing his Eldritch God back into the human’s universe.
Alex finds pages of her
grandfather’s journal describing the deeds of other people besmirched by the
presence of the Ancients. Upon reading them, the player takes control of the
specific character. The timeline spans from 26 BC to 2000 AD, with characters
ranging from royal Cambodian strippers to English war reporters to Canadian
firefighters. Each one has their own story that interconnects with the other as
time progresses, though very rarely do they have happy endings.
The main antagonists of the game
are the ‘Ancients’, pseudo-Lovecraftian abominations that seek to conquer the
universe. Pious Augustus, the Roman character, selects one in the first level
to worship, setting in motion events leading up the game’s climax. The three of
them allow for magic to be used in the game, and have a rock-paper-scissors
relationship between each other. This is used for several puzzles and in
combat, where a green magic-infused gun will do more damage against a hulking
red monster than a normal gun.
The
gameplay is reminiscent of Resident Evil’s tank controls, however the
characters can attack while moving. While this may speed things along, it does
little to solve the combat problems Resident Evil faced. It is nearly
impossible to shoot something without using the ‘aim’ button, which can only be
used when the character is standing still. Melee combat is made useful though,
as you can slash and run away.
To further
distance the game from Resident Evil, it implements a sanity system.
Looking at monsters and just being in certain areas will drain it, and things
get loopy as the bar depletes. Blood will begin to drip from the walls (in
pre-planned areas, and the graphical limitations don’t help) and your character
will begin to hallucinate. A completely depleted Sanity Meter will cause the
character to take damage and eventually die, but sanity is easy to replenish:
just depacitate some undead bitch and deliver a coup-de-grace before it
vanishes.
The
hallucinations are as varied as they are creative. Once, I entered a hallway
with no sanity and found my limbs popping off. When my
armless-headless-and-hopping-on-one-foot-ed body reached the end, a flash shown
and I was back in the previous room, whole in body. Sometimes the Gamecube
itself will appear to break, causing unprepared and humorless gamers to murder
their televisions.
The magic
system is based around runes, and players will quickly thank whoever or whatever
they worship that there is a hot-key system in effect. Spells range from
enchanting weapons to protective barriers to magical attacks and healing. They
are set up according to the color-coded ‘Ancient Rune’ that dictates what the
spell will affect. For example, red heals stamina, green heals sanity and blue
heals nothing, as you wouldn’t waste magic to replenish magic. The three colors
also beat each other in the aforementioned rock-paper-scissors thing, which
mostly will be used to murder monsters more efficiently.
The game
has many weapons, accurately taken from the time the level takes place in. They
range from blowguns to sabers to elephant guns. Some are more useful than
others, while they can all be infused with magic for enhanced damage. An odd
thing for a Lovecraft-inspired game is that there is no Tommygun, but not
everything can be perfect.
The main problem with this game is
that it is not very scary at points. The early 2000’s graphics make it look
more cartoonish than it should be, and sometimes the sanity system is just
silly (‘TO BE CONTINUED IN ETERNAL DARKNESS 2 COMING SOON’). Even the cathedral
levels—the darkest and most atmospheric in the game—seem too well lit at times.
At least the ‘jump-scares’ are few and far-between. Also, each level is reused
about 3 times. While this was obviously meant to keep the player in familiar
surroundings and they are spaced evenly apart, it can get a little repetitive
at times—especially in the Cambodian
Temple level.
The main
scares of the game are largely blunders on the player’s behalf, such as running
into a room without readying an enchanted weapon, or walking onto a
gore-covered platform half-knowing it is a crushing trap.
Another
gripe one may have is that there are about 6-7 types of monsters, with little
variation between them. The most one can hope for is a color-change, which I
thought they did away with when we upgraded from 2D sprites.
Overall, Eternal
Darkness is a blast to play. The story is very solid and engaging, and the
levels are about as atmospheric as 2002 graphics would let them be (though Timesplitters 2 still has them beat).
And while combat may seem more like a chore than a game, the creative sanity
effects and comprehensive magic system more than make up for it.
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