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  Review> ETERNAL DARKNESS: SANITY'S REQUIEM
Publisher: Nintendo Developer: Silicon Knights Genre: Adventure Release Date: June 24, 2002

RATING:

9.5/10

Gameplay:4/4

Graphics: 2.6/3

Sound: 1.9/2

Drool Factor: 1/1

 

 

  

 

No matter how hard some developers try, and no matter how much praise their game receives, it is simply inevitable that certain masterpieces go completely unappreciated by the general public. This was the case with Silicon Knights and their first-ever GCN game, Eternal Darkness: Sanity's Requiem. Originally announced for the dying N64 system, it was then quietly dropped out of sight, only to re-appear with a shinier skin as a first-generation GCN title. Sadly, many were quick to dismiss it for the even shinier-looking Resident Evil game, thinking that ED is a mere cheap knock-off of that grand-daddy of survival horror adventures. Nintendo's atrociously low-budget marketing campaign did not do much to promote Darkness, either. And now, in an ironic twist, Silicon Knights has closed up its doors, gathered up its skirts, and left Nintendo to become a third-party developer. So, yes, this late review is a bit like re-arranging deck chairs on the Titanic, but, whatever. 

 

Gameplay

ED starts off by throwing gamers into the high-heel shoes of protagonist Alexandra Roivas, who has recently lost her rich, eccentric grandfather in a gruesome, up-to-now unresolved murder in his very own creepy, deserted Rhode Island mansion. As Alex, gamers begin by walking through the corridors of the place and trying to gather clues as to exactly what could have happened to leave the man with such a fatal headache (you'll get this lame joke when you play the game). Alex is rather quick to realize that his grandpa was more than a touch weird, collecting absurd bric-a-brac from various eras and continents, the most prominent of which is the Tome of Eternal Darkness, a Complete Works of Shakespeare "I couldn't pick it up!"-size book of the occult, chronicling the adventures of various exotic characters. The first of these is a Roman centurion, and the gamer quickly steps into his sandals as Alex reads up on his historical adventures. This is also when the very competent combat system is revealed. Through a simple tap of the L button, it is possible to target an enemy, and then to cycle through its various bodyparts to decide what to take out first. Chop off a head and watch as the confused zombie wanders around aimlessly, wandering what to do next. Also, the centurion has unique fighting combos with his weapons that you will not see replicated with any of the 12 characters of the game. That's right. 12. Ranging from an exotic Cambodian dancer to a daring archeologist, and even some ancestors of Alexandra Roivas, they each have their stories chronicled in the Tome, the torn pages of which are discovered by Alexandra as she further explores the nooks and crannies of the gigantic mansion. Soon enough, gamers will also discover that the adventure also boasts an innovative magick system that not only serves to solve many of the puzzles and obstacles, but can also be used to power up the weapons discovered throughout the game, from gladiuses to dart guns and crossbows, all of them fitting into their respective historical eras. Empowering the weapons magickally allows to take out some of the enemies more quickly, accordingly to what type of magick they are most vulnerable to. 

And, unlike many survival horror titles, the game WANTS you to take out the enemies. Why? Simple. The more you run away from your fears, the more your characters become scared. The more they are scared, the crazier they'll become, triggering the game's "insanity meter", and becoming prone to all sorts of hallucinations, hearing illusory voices, etc. Gimmicky? Some of the more harmless insanity effects, such as imagining that you are walking on the ceiling, or seeing enemies that are not really there, are, but the crazier you'll let yourself become, the more they start to get to your actual health meter, insuring that you won't stick around too long if you keep running.

 Another fascinating aspect is that, though all of the characters live in different eras, once a magickal spell is learnt, it will never be forgotten, since it was "written" into the Tome, and the Tome is discovered by each of the protagonists in turn, so that Alex becomes more and more powerful as she reads up. See, kids, reading IS good for you.

Naturally, not only do all of the twelve characters feel significantly different, their respective missions and play scenarios are also unique. I truly hesitate to reveal more, as this is quite possibly the most story-driven game I've played, and each of the chapters is as unique and compelling as the next.

When one finishes the game, it is also possible to play through it again with not one, but two slightly altered storylines, and finishing it with all three stories reveals a "super-ending" that ties together all the loose ends. 

Some gamers will no doubt complain that ED is too easy, or too short. They might be right. The enemies are not the most challenging bunch at first, but they do become more and more obstinate as one progresses. Thankfully, the player becomes more powerful as well.

As for the length, this is one of the few instances where I won't take points off, because I think that ED's length is just perfect considering its story-driven nature.

A final word of caution: those expecting Resident Evil-type cheap scares beware: ED presents us with a much more intelligent type of horror. Call it Alfred Hitchock-ian suspense building rather than Wes Craven-esque "new school" blood 'n guts, with just the right amount of shocking moments to make you jump out of your seat. 

Gameplay: 4/4  

Graphics

Considering that ED began life as a late N64 project rather than an early GCN one, the developer has done quite a nice job converting the software. Each of the twelve playable characters sports outstanding animation that helps distinguish their personalities as much as their looks. Chubbier protagonists begin to slow down after long runs, whereas more agile, fit ones will run around with nary a hitch, for example. Fighting style animations will also look different according to who you're playing as: a trained Roman centurion, after all, would hardly wield his blade the way a frightened little Cambodian dancer would.

Impressively, the game supports a real-time camera system that automatically flies to a certain part of the room to best accommodate the player according to his or her needs, as well as providing for a cinematic angle. Surrounded by a group of rampaging enemies? The cam will zoom in very close, allowing you to fight them easily. Visit the same room later and the cam might instead fly to the ceiling and give a top-down view, suggesting that someone is watching you... 

Though the characters do all animate fantastically, I do have a gripe with some of the attention to detail. Some of them simply look better than others, whether it's in the ornate historical accuracy brought to their clothing or the careful realism on their faces.

This is a minor quibble, though, especially compared to the enemies, who are probably the biggest complaint I would have about the game's visuals. Many of them simply look TOO similar, and it does somewhat take one out of the otherwise completely fluid gaming experience. 

The engine pays particularly nice attention to the lighting, which greatly helps accentuate the heavy amount of atmosphere. Similarly, the environments are all exquisitely detailed and historically accurate, brought together by seamless art direction not present in many games. However, some of the textures do look a little bit dated, apparent remnants of the game's humble N64 origin.  

The game's menu and inventory interface is one of the best I've seen, presented in the form of pages from the Tome of Eternal Darkness.

A final gripe I have is with the FMVs that help carry the story. Though well-rendered and cinematically competent, they sport a slightly blurry look, probably resulting from the developers' inability to properly compress. And no, I will not blame the GCN's mini-disk format, because many other developers have proven that proper compression can be achieved on the system.

2.6/3   

Audio

Masterful musical compositions haunt the game's many scenarios and settings, adding greatly to the experience. Similarly, the sound effects go out of their way to add to the overall quality. Everything sounds just as it should in real life, and the magick spells particularly have a very unique ring to them. Little atmospheric touches, such as clocks ticking in deserted mansion rooms, or creepy footsteps clanging somewhere around you, are there to appropriately scare you at just the right moment. 

Character voice-overs are an absolute triumph, with nary a line of dialogue feeling forced or out of place, and each of the protagonists sounding as unique as the next. Again, though, the issue of compression pops out during some of the FMV cutscenes, lending a tinny quality to the speech.

 

1.9/2

 

Story/Atmosphere

Let me put it this way: this is the first game I'm reviewing that makes me wish I could give more points to story and atmosphere. ED takes inspiration from Lovecraft, Poe, and probably countless other sources that I'm too ignorant to know of and weaves them all into a beautiful, haunting tale about not only Alexandra's grandfather's murder, but an epic struggle spanning 20 centuries of human history. I will unabashedly claim that this is not only my favourite story for any video game, but also one of my favourite stories told in any medium. Not only does ED give us a wonderful plot, but it fleshes it out with uncanny atmospheric touches. In any given stage, and, most especially, the mansion, various objects sit haphazardly throughout the environment, waiting to be approached so that they provide an interesting, text-based anecdote that explains how they got there, who they belonged to, or what they represent. ED simply completely raises the bar in terms of storytelling in video games. 

1/1

 

FINAL SCORE: 9.5/10

Just get out there and play this game.

 

 

 

 

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Tech info:

 Requirements:

Nintendo Gamecube

Memory card to save progress

Also on: N/A

Players:1

SCREENSHOTS:

 

Eternal Darkness: Sanity's Requiem for GC screenshot 1

Eternal Darkness: Sanity's Requiem for GC screenshot 8

Eternal Darkness: Sanity's Requiem for GC screenshot 11

Eternal Darkness: Sanity's Requiem for GC screenshot 21

Eternal Darkness: Sanity's Requiem for GC screenshot 36