RPGamers Network > Reviews > Game Reviews > Eternal Darkness: Sanity's Requiem

Game Stats
Genre Adventure
Platform GameCube
Format DVD
# of Players 1
Released Jap 10.25.2002
Released US 06.23.2002
Released EU 11.01.2002
Aprox. Length 20-50 hrs.
Reviewer Rankings
Battle System 10.0
Gameplay 9.0
Music 11.0
Originality 10.0
Plot 10.0
Replay Value 9.0
Sound 10.0
Visuals 9.0
Difficulty Hard
Overall
9.8

Eternal Darkness: Sanity's Requiem

By: Silicon Knights, Nintendo

Reviewed By: AtomicBlue

The history of Silicon Knights' deeply psychological action/adventure title is a story almost more epic than the game itself. Initially intended as a late N64 release, the game was delayed month after month, eventually being scrapped from the N64 altogether and prepared for a release at with the launch of the GameCube - eventually seeing a release several months after the game's release. For myself, a humble Australian gamer, the wait was even more agonizing, and it was not until near Christmas of 2002 that the handful of Australians aware of this title were able to get a touch of insanity.

The question, then, had to be whether the game was worth the wait. The answer? Yes. Oh, yes. Eternal Darkness is, in many ways, a reflection of the pleasure and the pain Nintendo has put loyal fans like myself through. Pain, because I was forced to wait so long to experience this absolute gem. Pain also, because if they'd done more to advertise the title, it might have been given a chance to shake off some of Nintendo's unfairly placed 'kiddie' image. After all, this is one of the most, if not THE most, mature games ever created, a title which is far beyond the likes of Grand Theft Auto's sadistic smash-and-grab gameplay, beyond Halo's high production values and even beyond the creepiness of titles like Resident Evil. ED sits in a league of its own as one of the most rewarding, deep games ever made, and while the likes of Resident Evil could bump up your heart rate and make you jump out of your seat, ED goes much further, delving ever so elegantly through the recesses of the mind.

Gameplay:
The game quotes Edgar Allen Poe at its beginning, although the story, as many will tell you, owes more overall to the horror writings of H.P. Lovecraft than anything else. It starts with a young woman, Alexandra Roivas, traveling to Rhode Island after being informed that her grandfather, Edward has been murdered brutally, his head missing and his body covered in blood. With the Rhode Island police unable to determine what caused the grisly event, Alex decides to take matters into her own hands. Given a little time, Alex eventually comes upon the Tome of Eternal Darkness - a collection of magick and of the history of the events surrounding Edward's death, dating back 2000 years.

Alex is one of twelve characters you get to play as in the game, and is also the character around which the story revolves. You are given the chance to play as eleven other people in different times through history, ranging from a journalist seeking refuge in France during World War II to an archaeologist searching for a rare artifact in Cambodia. Each of the places you experience is revisited by at least one other character in later chapters. So, while Anthony, the messenger boy you play as in the third chapter, visits a small church in France, a monk who visits it centuries later will find that the church Anthony saw has been built on, with the original church now an old chapel and only a small part of the area you can explore. This allows you to revisit areas more than once, allowing said areas to tie in with the story nicely, without the game feeling the slightest bit stale. The attention to detail must also bear mention. As well as the phenomenal degree of attention to graphic detail, there are dozens of items, statues, pictures and other points of interest in every area for which you can view a description by pressing the B button when near them. It adds to the book-like feel of the story that you can read about the people depicted in the pictures adorning the walls of the Roivas mansion, or the statues and murals within the temple in the Angkor Thom region of Cambodia. It also adds to the playtime of the game, and you're often required to scout around areas as such to work out where to go next.

Eternal Darkness really does unfold like a good book - and while the game initially bears slight resemblance to Resident Evil, it quickly moves beyond that and into a tale of twelve people who each play a role in trying to stop an ancient being from reclaiming the Earth. The entire game flows wonderfully, getting better as it draws you in deeper - with everything piecing together at the story's culmination. And, as a tip - there's a special ending you get if you play through the game three times, which extends the play-time seriously for those people willing to invest the hours.

Each character you play as feels different and believable, reflecting a balance of speed, strength and mental acuity that has adds variety to the style of play. When I talk about mental acuity, well - this is possibly the most inventive aspect the game has to offer. While the game keeps track of your health and magic, it also tracks your character's sanity, reflected by a green meter on the screen. As your character comes across various monsters, their sanity drops. Performing a finishing move on an enemy recovers sanity. If your character's sanity falls low enough, the camera's angle will tilt dramatically, and the character will begin to hallucinate, seeing things like blood dripping down the walls and objects moving when they shouldn't be. Some of the effects are quite elaborate, but it's a lot more fun to let you experience it for yourself, so I'll leave it at that. Suffice to say, you'll be discovering new ones well after you've begun playing.

The controls work like a dream. The B button is your basic context sensitive button, and allows you to inspect, pick up, talk or open doors, as well as performing finishing moves on enemies, which vary depending on the weapon and the character. The A button is used for attacks. Pressing R targets the nearest enemy, and you can then use the control stick while holding R to target the arms, head or torso of an enemy - a useful touch, given that the weak points of creatures vary. Perhaps one thing the game could have done with is a greater variety of enemies - while there are an ample number, the game feels like it could use just a couple more to really give the game a true variety.

Lastly, the Y button and the four buttons on the D-pad can be used to cast spells quickly (most spells are accessed from the menu). The magic system is one of the most polished ever used in a game, essentially revolving around three alignments: Ulyaoth (blue), Chattur'gha (red) and Xel'lotath (green). Red beats blue, blue beats green, and green beats red. This sounds rather simple but works brilliantly, and adds a great level of strategy to the game. For example you may find an area blocked by a blue barrier (Ulyaoth). Casting a red 'dispel barrier' spell will remove the barrier. Casting an enchantment spell of the right alignment on one of your weapons can make it much more powerful against certain enemies. There's more, too: as you collect runes, you can actually create new spells. It all adds up to a superb magic system that adds yet another layer of depth to the game.

Getting back to the battle system, most characters will have access to at least two or three weapons, and some will get even more. Weapons and items are historically accurate and feel perfectly suited to their characters, ranging from the Scramasax that Anthony, the messenger boy in 11th century France gains to the meditation rods which the monk can use to recover sanity. One of the characters, who studies medicine, can even perform autopsies on creatures, which can then be accessed from the menu. Again, these touches add a great deal of variety and depth to the experience.

The biggest Godsend, however, has got to be the camera system. Having played games like the recent Sonic the Hedgehog titles, where the camera could become a horrible impairment on the gameplay, the camerawork in Eternal Darkness left me almost ecstatic. Best described as cinematic, the camera will always sweep to the appropriate position to give you the best view of what is around you. On top of that, when your character's sanity begins to drop, the camera will gradually tilt further sideways, giving the game a very dramatic feel.

Graphics:
Admittedly, modeled in full 3D, the visuals in here are not quite on par with, the pre-renderings of Resident Evil, but they are remarkable for the amazing attention to historic detail, and to change. As you visit different places at different periods in the past 2000 years, you'll notice a lot of subtle changes. In some cases, it's as simple as overgrowth, dilapidation, and the like. In other cases, it's touches like the medical supplies and makeshift beds within the French monastery. Or like the Roivas mansion, where the different times represent different technological periods - this is sometimes used to great wit, such as the state-of-the-art timber outhouse of the 18th century. The use of lighting is superb as well, often adding to the atmosphere of areas, and in many cases, especially in the Roivas mansion and the French monastery, it makes things look very, very pretty. In certain places, you can even stand still and use the camera to pan and tilt, getting better views of some of the more attractive places.

There are some minor drawbacks. Sporadic problems with collision detection, for one - while it barely warrants a mention as it is occasional, sometimes a weapon will not completely connect with an enemy, even though the enemy is injured. Also, some of the texture work in the earlier levels is a little flat - again, this is in comparison to something like Resident Evil where it felt like almost every hair on Jill Valentine's head was modeled individually. The game makes up for it in other ways, though. Movement is much more fluid and believable than in RE, with touches like the characters' heads turning to look at significant items or in response to sudden noise. The facial expression system is brilliant, not just in cut scenes but even in battle, when you can actually see the characters' mouths move clearly as they yell, or see their eyes narrow as they assume a fighting stance. Plus, it's all topped off with Progressive Scan support and an uninterrupted, fluid frame rate (I can't judge exactly how fluid but it looks damn good, okay?)

Sound:
This is possibly the best feature in the game. Aside from the superb voice acting (none of that stilted Resident Evil dialogue here!), there are the vast sound effects. Depending on what surface your character walks on, or what surface a weapon strikes against, the sound effect will change, often with subtle randomization that make it all the more believable (how many games have you played where walking produced a single, good sound, over and over again?). But the music is where the aural department really shines. Blending a vast variety of ethnic instruments and influences with a bit of chanting and soft singing, ED offers a variety of atmospheric music that is often soothing and eerie at the same time. When a character's sanity drops, however, the music can become quite disturbing, often blending with some rather unsettling effects (at least one of the chapters throws in what sounds like someone being tortured). It is brilliant, nonetheless - one of the most inventive and all-around best soundtracks in years. DPLII support is included, as well.

Closing Comments:
I barely need to add anything here. I will say, though, that Eternal Darkness is still my absolute favourite GameCube title (and there's a lot of competition for that position these days). It may have taken years to get onto store shelves, but the wait was worth it - Silicon Knights embedded more depth, style and originality into ED than many developers manage in a lifetime. So go, now - this game doesn't deserve to be overlooked any longer!

Summary:
Presentation
A cinematic feel blends with an original approach to action/adventure games (sanity effects, magic spells et al). The result is something very special.

Graphics
Almost perfect. Amazing attention to detail and a superb visual atmosphere, fluid movement and an elaborate facial animation system, marred very slightly by some flat texture work.

Sound
One of the best soundtracks in years (though admittedly one that doesn't always lull you into comfort), outstanding voice acting and a vast variety of sound effects. A masterpiece in audio design.

Gameplay
Totally unique. An epic story that will draw you in and hold you there, varied gameplay, excellent magic system and, of course, the ingenious sanity concept.

Lasting Appeal
It is strictly a one-player affair, but the quest is quite large, and there's good reason to come back and play it again at least twice more for the special ending.

My Overall Score: 9.8/10 (Not an average)

ESRB Rating

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