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Game Info
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| Platform(s) |
| GameCube |
| Publisher |
| Nintendo |
| Developer |
| Silicon Knights |
| Genre |
| Action |
| Official
Website |
| ESRB
Rating |
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| Violence, Blood and Gore |
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Grade
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| The Good
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Excellent story and voice acting
Great detailed environments
Sanity and Magic add depth to combat
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| The Bad
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Character models look blocky
Linear
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Alex Roivas is woken from a nightmare to find out her grandfather
has been brutally murdered. She travels to Rhode Island to
identify the body and when the police fail to turn anything
up, she begins to search through the ancient Roivas mansion
on her own, turning up a secret study and the Tome of Eternal
Darkness. She reads the Tome, discovering the history of ancient
beings in conflict and the forces in the past that are set
to free them or to fight them. Through a series of chapters
littered around the mansion, Alex reads the stories of a number
of individuals who have had a hand in the series of events
that have led up to this point. For fans of H.P. Lovecraft
and the Call of Cthulhu Mythos, this premise sounds surprisingly
familiar. In fact, Eternal Darkness is as much a carbon
copy of many of Lovecraft's concepts and locales that any
one could argue that Silicon Knights should have just changed
the name.
While the basic premise of the gameplay is primarily moving
from room to room, fighting monsters and discovering items
to solve rather simple puzzles, Eternal Darkness does
manage to add some aspects that add depth to the game. First
and foremost is the Sanity Meter, which depletes when enemy
monsters see you and can be refilled by performing finishing
attacks on monsters that have been defeated. If your Sanity
Meter falls too low, you begin to suffer from adverse effects.
The sanity effects that Silicon Knights has included are exceptional
and prove to be the highlight of the game. Anything can happen,
ranging from statues watching you, blood dripping from the
ceilings to your character literally falling apart. The game
does it's best to throw you curves, even trying to make you
think the game is broke.
Also added is the inclusion of Magic, which is gained by
finding runes and codexs. The variety of spells - including
protective barriers, healing spells and item enchantment -
adds a level of depth to combat that allows for customization
in battle. And combat itself has a level of strategy to it
in that you can target certain body parts on enemies. Decapitating
some enemies will make them unable to see you and, while others
don't rely on vision, so removing their arms will be in your
best interest.
Graphically, Eternal Darkness sports fully detailed
polygonal environments that look excellent. The lighting and
magic effects are also nicely done. While some of the more
organic items look a little rough, the various environments
are well done and impressive in their own right. Texture maps
add a realistic flavor to the locations. After seeing what
Capcom did with the character models in Resident
Evil, though, the models in Eternal Darkness just
look archaic. It's not to say that they aren't well detailed.
They are, but the facial models and hands are clunky and stand
out compared to the environments. The monster models, on the
other hand, are well crafted. Fans of Lovecraft will surely
enjoy the details of the more archaic locales, which tend
to mimic places mentioned in some of his tales.
The audio portion of the game is spectacular. Sound effects
and voice acting are at a premium. With a story that's a well-written
as this one, bringing in poor voice acting would surely be
the death of the game. Not only is the voice acting well done,
but it gives real personality to the characters and adds to
the overall story. The audio effects used when Sanity is lost
are as masterfully done as the visual effects. You tend to
hear knocking, ringing or just a disturbing chorus of voices.
With so much that seems to work for the game, there really
is only some minor issues that fault Eternal Darkness.
First and foremost, the game is so story-driven that it becomes
excessively linear. This is not to state that other action
titles are so much more non-linear, but Eternal Darkness
tends to have only one path through the whole game. Puzzles
are very simple, and most can be solved by just picking up
items along the way to the puzzle or by searching a few rooms
ahead. And, for a game that's supposed to be survivor horror/psychological
action, there seems to be very little here to cause the player
any degree of fear or anxiety. Monsters are presented plain
and out in the open and outside of their effect on the character's
sanity, you won't really feel much terror about them.
Eternal Darkness is a structurally sound game that
manages to infuse a number of new ideas into a genre that
could be growing stale. As I've said before, fans of Lovecraft
should check this game out. You'll find a lot of familiar
themes and concepts. For those not sure about this game, rent
it first. You may find it too easy and straightforward to
really warrant multiple play-throughs.
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- Kinderfeld
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