Eternal Darkness: Sanity's Requiem Review
Losing your mind? Buy this
Version tested: GameCube
Have you ever been frightened by a videogame? Probably not. You could say that something like Resident Evil scares you, as a zombie lunges out of nothing and you leap from your seat in the darkness, but through its haunting narrative and the developer's skilful use of 'sanity effects', Eternal Darkness has the power to actually frighten you, and that's an important distinction.
Some of the things Silicon Knights will do to you during their 15 hours will actually haunt you. Some of the fates that befall the 12 characters you control will have you tearing your hair out, writhing in confusion, and wondering where the line falls between what's actually happening and what the game is manifesting to spook you.
No limping corpses

Young Ms Roivas...
Eternal Darkness is definitely a different kind of survival horror game. The challenge isn't marshalling your inventory, storing things strategically in lockboxes and fighting for the right to save your game, whilst gradually clawing your way through hordes of the undead. Although the game's setting is a mansion, the spirits and evil that lurk within aren't going to come limping toward you with their arms outstretched.
Your host for this mansion tour is one Alex Roivas. Having been summoned to her grandfather's secluded home in Rhode Island, she is shown the decapitated, mutilated corpse of her relative and makes an ill-conceived pledge to find the culprit. As the local law enforcement stands mystified, she combs the depths of the Roivas mansion in search of clues. And in the recesses of the library, she finds one - the Tome of Eternal Darkness.
Reading chapters from this grim, Evil Dead-esque relic constructed of flesh, sinew and bone will send you back through time, transplanting the player into the shoes of whichever poor unfortunate found their fate ingrained in this otherworldly Tome. As Alex reads, more of the story is told in Roivas senior's voice, as you act out the words on the page in the role first of the Centurion Pious Augustus, as he wanders the darkness of a Persian labyrinth, and later the archaeologist dusting cobwebs from inscriptions and the Franciscan monk trying to prove his innocence, in locations as far afield as a Cambodian temple.
These unfortunate subjects of Eternal Darkness work in a grizzlier environment than young Alex, though she too will soon find a blade and defend herself. Pious, like Alex, is a noble construction. Neither the game engine's characters nor its environments are as finely detailed as Resident Evil's, but neither tries to compete like for like.
Believable surroundings

The undead hate beards - that's my verdict
Rooms are meant to be ornately decorated, but there's far more definition than elsewhere - whereas in Resi you spent a lot of the time scouring your photographic surroundings for glinting clues, in Eternal Darkness, there is enough detail to have you believe - books lie strewn in wonky piles on desks, pictures hang from every wall for you to examine (and often you have no handy text-based scrawl to explain them), and torches line tombs, occasionally spitting flames to make you jump as you tiptoe along watching for your next adversary.
Characters like Pious are given greater body through individual eye movement, craning their necks to examine things and other hunching before they lunge to attack, not to mention the clinking and clomping of their chainmail and armour which can obscure the noise of approaching death...
Decent voice acting? In a game? Who'd have thought it?
What's more, the voice acting is in a class of its own - though Western games often suffer from badly disjointed dialogue, Eternal Darkness suspends your disbelief that bit longer by sustaining a high quality of commentary from Roivas and dialogue from the rest of the cast. Elsewhere on the audio/visual front, the use of lighting is the best we've seen in a survival horror game. Having Alex peer up from a table and the light gradually fill the contours of her face and body, as shadows fall across her and her eyes stare worriedly - it adds so much more realism than a million painstakingly constructed photographic backgrounds ever could.
Back to the game itself though, and main tenets of your progression through the book are exploration of the house, puzzle-solving and undead combat. You'll complete chapters as you unlock more of the house - this is mostly a process of using clues and items you've picked up thoughtfully, and although the puzzles are rarely mindbendingly difficult, nothing in ED is ever simple. Find the second floor key, for instance, and you'll also find that it breaks in the lock. Find a telescope in a room just off from the library, and you'll also find that you can't just pop your eye to the lens.
Hack, and indeed, slash

Green is evil - nice one, Ninty
Fighting the legions of the undead, who seem quite upset about your dabbling in their masters' affairs, is a process of aiming for a body part and then hacking away with whatever you have. At first. Pious, for example, has a short, sharp Roman sword. By tugging on the R button in the presence of an enemy, that enemy's upper torso will flash white, indicating where any blow struck with A will land. By tapping R again you cycle enemies. By holding forward, back, left or right you can target an individual body part - you'll want to remember 'up' for head. Once decapitated or slashed enough to be downtrodden, the game prompts you to finish an enemy with a grizzly B button blow, often celebrated by a close-up camera angle.
As you progress though, you can learn to harness the complicated magic system. Each spell is made up of symbols called runes, which you'll see throughout the game. By combining them, it's possible to cast greater and greater spells. Spells are stored in the Tome of Eternal Darkness. The best thing about the spell system though is that you can roll your own - pop into the options menu and choose New Spell and you can choose its alignment and a combination of runes (you'll find scrolls and parchments on your travels which give you an idea of what to mix). Once concocted, you can cast spells in-game to vanquish wards which impede your progress, protect yourself from lethal blows and even to summon companion creatures. You can even increase the potency of your arsenal by creating spells to enchant items.
Insane in the membrane

Easier said than done...
The thing you most want to hear about though is the sanity meter. On the whole, spells, weapons and sanity aside, Eternal Darkness is a fairly standard story told in an adventurous way, combining the tales of many people into one big, long yarn. What gives it that edge is the sanity meter. As unspeakable abominations hurtle forth, you gradually lose your mental grip. Lose enough of it and you'll start to hallucinate, and it makes progression that bit more difficult. Enter a new room and you may find yourself completely unarmed. Go out and come back in again and your weapons are at your side - did you imagine it? Waltz into the midst of hordes of enemies hoping to cause some damage, and the Cube complains that a controller is not inserted in port one! What the motionless hell do you do?
At the end of the day, there are only three things about Eternal Darkness we can fault. Three. And none of them should stop you buying this game. Firstly, we have a problem with the combat. Although the targeting system is fine, the way your character's blows often strike scenery wastefully is an unavoidable quirk, and often frustrating. Second, the camera, though eerily cinematic and often ominously placed to give you little clue as to what lies ahead, can obscure important objects and is perhaps less useful than a roving third-person approach. That said, it's not too annoying and it often heightens fear and tension.
They're coming to take me away ho ho he he ha ha
And the third thing we want to contest is the difficulty level. Well, we don't really want to contest it, but some will definitely blitz through Eternal Darkness in about 15 hours and moan, "that was too easy," and for them we must raise a hand. However, to reach the end of ED and complain is arguably to have missed the point - you should buy this game because it's frightening in a way that few games ever have been, and because it's a vividly explored, engrossing narrative the likes of which few out-and-out storytellers like Final Fantasy can compete with. Given the sheer quality of the composition and a very engrossing 15 hours of gameplay, I have to recommend this. There isn't much else like Eternal Darkness, and though it might have felt that way for a bit, I'm not losing my mind.
9 / 10
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Comments (56) Latest comment 5 years ago
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I hope to see more games like this on the cube in future
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1st. Is the control method akin to RES EVIL, as i absolutely hate that style, and it has put me off playing anything like that again.
2nd is the camera static as u enter rooms like res-evil, as once again im not keen on that sort of thing?
these are the only 2 things that are stopping me wanting this game.
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SPOILER AHEAD -----
spoiler spoileryspoiler spoilerspoiler spoiler that floor of screaming spoiler spoiler spoiler faces really creeped me out the first time spoiler spoileryspoiler spoiler.
STOP SPOILER -----
A Cube must-buy imo. Going back to play it now.
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This time of year makes me go crazy enough without a game doing it.
Too many titles so little time.
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I foolishly parted ways with the man who bought one (he was darling enough to give me custody of the DC though).
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Heh, believe me, you'd kill us if we mentioned the stuff that was actually frightening
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Only in Northern Ireland, not in the rest of the country.
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Oh well i guess there has to be some perks to living here....
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I hadn't thought of that - time to buy.
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Heres hoping this proves better than my last 24.99 special: Toca Race Driver, bleugh........
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NGC magazine used the same example in its review to illustrate the insanity effects, but left the rest for us to find out. At least the spoilers are the same.
It would be nice if spoilers were preceded by a note saying: 'spoiler ahead, highlight text to read' with the spoiler writtin in the same grey as the background
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This game scares the shit out of me. Not the 'jump out of your seat'-surprise kind of scared, but it CREEPS me out. I really, REALLY don't want to open that door that is banging in the mansion. REALLY. The control system is what Resi's should be, and the graphics are wonderfully realised, with VERY nice use of shadows. They're also using your gaming veteranship against you! See, just because one monster of the three that lie on the floor wake up doesn't mean the other two will! Damn.
Somehow I doubt it would be as scary in broad daylight with people around, though. So don't play it like that.
I'm off to an (uneasy) sleep.
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Shit, I thought I was hallucinating that! *shudders*
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<A HREF="http://www.armchairempire.com /Interviews/denis-dyack-eternal-darkness-interview.htm&q uot;>Interview with Denis Dyack from Silicon Knights</A>
Seems like SK might be Nintendo's new Rare... Also notice the implicit confirmation of Big N's continued presence in the home console business.
That brings up some more questions. What is Nintendos controlling interest in Silicon Knights?
Thats one of the questions I cannot answer. Our relationship has been very good, its permanent. We havent disclosed any of that to the public. Basically were working together with Nintendo on GameCube and all future platforms they create. (...)
edit: also some bits about GC's successor <A HREF="http://www.eurogamer.net/eg_display_arti cles.php?thread_id=95&forum_id=1">here</A>
edit 2: for clarity. I really shouldn't post so late.
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That would be quite a downgrade. Eternal Darkness is good and all, but this game was in development for over four years. It should be perfect. If I had 15 months to study for college exams, I sure as hell better get an A+. And I don't think Nintendo is looking for a new Rare. If having a Rare-caliber developer was that important to Nintendo, they wouldn't have sold them to a competitor in the first place.
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Not a good comparison. I recall having 3 years to study for my exams, all except 2 weeks of which was spent in the pub or chasing women.
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The point is that Rare are no longer that high-caliber developer it once was, as Starfox Adventures doesn't seem to be up to previous standards.
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Where's otto? hehehe. Scared of the dark, eh?
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I won't play it enough.I've got so many games on
the go at the moment I probably won't have the time to play it very much.
Why oh why does everything have to come out at this time of the year?.Surely at least one or two can come out in the summer months.It is just impossible to buy and play them all.
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It definately gets better after the first couple of hours.
9/10
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As for the graphics, fair enough if you didn't like them. The control system? Have you ever tried playing Resident Evil? Now THAT'S cumbersome. This is smooth, I don't even think about it.
And the story - how far into it did you play? See, it doesn't unfold the way one might THINK it'll unfold.
Also, it scares the hell out of me. Which can't be bad. But to each his own, I guess.
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When does it appear?
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Game seems great so far. Is it actually based on any of Lovecraft's writings, or is it a "homage"?
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I went for Green, and it seems to crop up alot espec in cut scenes.
Really enjoying this apart from when I had forgot to save, died and had to re-do a couple of chapters (but I did keep a couple of people alive that died first time round).
Only had one BOO experience so far, the rest of it is a more subtle creeping out, than an in your face shock.
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SPOILER SPOILER SPOILER IN SPOILER SPOILER SPOILER SPOILER THE SPOILER SPOILER BATH SPOILER?
I went for red at the start and that's the one that appears in cut-scenes. Did anyone know it affects the story other than the cutscenes?
@ST it's a massive homage to Lovecraft. I guess with Cthulhu from Headfirst apparently coming out sometime this decade the license is tied up.
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I've heard that the game is different depending on what coulour, but I don't know by how much. I suppose it'll mean I end up playing through it at least twice and if the differences are big enough maybe more (though with all the games coming out between now and x-mas maybe not)
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I think I just might do that.
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POSSIBLE SPOILERS
If you have got far enough to see the three different types of Zombie, your choice basically decides which one is the main enemy of the game. Also, the colour of the one you choose makes a difference to which meter (magic, life, sanity) becomes most important/drains quicker. Having chosen green, the Xel'lotath zombies can regenenerate body parts, which SERIOUSLY drains your sanity. Obviously the cutscenes featuring Augustus should be different too.
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Ooop - I've finished it once now, and intend to start over and pick Xel'lotath this time. See, it wasn't too hard keeping your sanity at a decent level in the later levels, since you turned into this Über-wizard and all with the progress of the game. 'Course, I did get to run around in circles to replenish my mana alot.
Edit: Thought it might be nice to warn for spoilers.
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Another major difference that your choice of artifact makes is that the guardians (there are loads in the last chapter) are quite different.
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