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Post Mortem: Eternal Darkness~Sanity's Requiem

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ETERNAL DARKNESS: SANITY'S REQUIEM

Note: What follows below is a complete rundown of the game. For the retrospective itself please see the second post.

Published by: Nintendo
Developed by: Silicon Knights
Genre: Adventure
Number of Players: 1
Release Date:
US: June 24, 2002
Japan: August 30, 2002
Europe: September 30, 2002
MSRP: $53.99
ESRB Content Descriptors: Blood, Gore, Animated Violence

Features: 16:9 Support, 480p Support, Dolby Pro Logic II, Memory Card

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Introduction

Long before humanity graced the Universe with it's ideas, the Earth belonged to another species. An ancient species - unbound by physics or nature, purpose or ethic. Through the shifting of time, the relentless advance of ice and continental plate, this species was driven into the recesses of the world - to lie dormant, until such time as the conditions were right for their return.

The innocent human race, safe in its blind superiority is oblivious to the danger it walks amongst. The Ancients want to reclaim the Earth as their own, and have taken great pains to ensure their reign in the dawn of the new millennium.

Secret Societies, hungry for power and domination, mad with their obsession, seek to restore the Ancients to their former mastery. Over the aeons the sects have been active, scheming and plotting in the darkness, worshipping entities and attempting to summon them, through arcane magicks, blood and sacrifice.

Of these groups, few stories are told. Those who know too much perish swiftly, hunted and murdered to preserve the secrets.

Beyond mankind's limited comprehension.

An incomprehensible war, hidden by secrets and plagued by death.

Innocents, who will be tainted. Hunted, murdered, martyred...

Eternal Darkness: Sanity's Requiem, released in Japan as Eternal Darkness ~Manekareta 13-nin~ (エターナルダークネス ~招かれた13人~, Etānaru Dākunesu ~Manekareta Jūsannin?, lit. "Eternal Darkness ~The 13 Chosen Ones~") is a psychological horror video game originally planned for the Nintendo 64 but later released exclusively for the Nintendo GameCube, and largely inspired by (but not directly adapting) the works of H.P. Lovecraft. Developed by Canadian developer Silicon Knights, it was released on June 24, 2002 and published by Nintendo. The setting is centred around a mansion in Rhode Island, the home of the protagonist Alexandra Roivas' grandfather and the mysterious book she finds there.

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Plot
Note: this section does indeed contain spoilers for the entire game.

The game revolves around protagonist Alexandra Roivas, who is investigating the mysterious murder of her grandfather Edward Roivas. While exploring his Rhode Island mansion, she discovers a secret room containing, among other odd items, a tome bound with human skin and bone. When she reads this book, The Tome of Eternal Darkness, she experiences a scene in the life of Pious Augustus, a respected Roman Centurion in 26 BC. Pious is led by mysterious voices to an underground temple, where he chooses one of three mysterious artifacts. The artifact transforms him into an undead warlock, the Liche, and makes him slave to one of three Ancients, powerful godlike beings whose "Essences" are incarnated as the artifacts. As the plot unfolds, it becomes clear that Pious is attempting to summon his Ancient into this reality, while the powerful fourth "Corpse God" Mantorok is bound on Earth already, helpless to stop it.

As the player discovers more chapters of the Tome, Alex finds herself reliving the experiences of several (player-controlled) individuals who have crossed paths with Pious or other servants of the Ancients over the centuries, and as a result come in contact with the Tome itself. While many of these individuals meet a sinister fate, their cooperation ultimately gathers the Essences of the three remaining Ancients in the mansion. Alexandra's own ancestors discover the long-deserted City of Ehn'gha beneath the family mansion, and powerful magickal machinery inside. Alexandra powers up this mechanism with the Ancients' essences, and summons a rival Ancient to fight Pious's.

While the two Ancients fight, Alexandra engages in combat with Pious with the aid of the spirits of his victims, ultimately destroying his Ancient's essence. It loses the fight above as Alexandra kills Pious. Then, realizing that the Roivases and their allies have just brought another powerful ancient into the world, Edward's spirit quickly sends the other Ancient back where it came from. He expresses pride in his granddaughter before he disappears.

After completing the game under all three alignments, it is revealed that all three ancients have been destroyed — "All at once, separate and simultaneous, for the universe is made of many timestreams, many possibilities, all in harmonious synchronicity." Because he was bound, and not powerful enough to stop Pious Augustus himself, Mantorok manipulated the Roivas family, and other chosen ones, into completing the work for him. He orchestrates the deaths of all three ancients, in separate timestreams, and then connects them all, resulting in the annihilation of all three alignments. In the end, only the corpse god Mantorok is still alive, "languishing, festering somewhere in his hidden tomb, plotting".

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Characters

Pious Augustus (26 BC) - A Roman Centurion in his late 20s, at war in the Middle East. He becomes the game's chief antagonist after being corrupted by one of the Ancients' essences while examining a ruins he stumbles upon. Alexandra Roivas defeats him in 2000 and destroys him forever.

Karim (565 BC) - A Persian swordsman, sent into the desert to find a treasure (one of the Ancients' essences) for his love, Chandra. Chandra, however, is not faithful. She is killed for her indiscretion, and her ghost warns him about the artifact's true nature. Although initially reluctant to believe her, he sacrifices himself so that he can watch over the artifact.

Anthony (814) - A Frankish messenger for Carolus Magnus, ordered to deliver a message to his liege, a message that consumes Anthony in some corrosive magick which alludes to treachery in store for the Frankish emperor. He learns that the monks are plotting against the emperor, but is too late to save him. When Paul finds him, centuries later, he rises as a zombie-like creature, under the control of the Darkness. Paul defeats him, prays for him, and takes his sword and a gem needed to proceed.

Ellia (1150) - A Cambodian slave girl and court dancer for Suryavarman II. She yearns for adventure after reading passages from the Tome. She is chosen to bear Mantorok's essence. Pious kills her, but she remains half-alive because it is inside her. Eight hundred years later, she surrenders it to Lindsey.

Roberto Bianchi (1460) - A traveling Venetian artist and architect, taken as a prisoner of war while roaming abroad. He is forced to work for a warlord (revealed as Pious Augustus in a pre-level cinematic), helping with the construction of the Pillar of Flesh by surveying the foundations. He acquires the artifact from Karim while surveying the monster-infested site, and when his work is complete, he is thrown into the pillar and buried alive.

Paul Luther (1485) - A Franciscan monk on a pilgrimage to see the holy relic, the Hand of Jude. He is detained in Amiens by the Inquisition on a pretense of suspicion in the murder of Brother Andrew. A custodian frees him, and helps him to find Brother Andrew's journals, which reveals that Andrew was killed to protect a secret: the dominant Ancient's Relic is hidden in the Cathedral. The Hand of Jude was a fake to lure victims to sacrifice. Paul ventures deeper into the Cathedral, finding a metal statue of the custodian near a door. Paul must "kill" the statue with a magical dagger to open the door, but as he does so he hears a wail from nearby, and finds the custodian has been killed with a similar dagger. Later, Paul finds the Black Guardian, and it kills him instantly.

Dr. Maximillian Roivas (1760) - A rich doctor in colonial Rhode Island, ancestor of both Edward and Alex. Something is amiss in the mansion he recently inherited from his father, Aaron, and Max is displaying symptoms of hysteria. Max eventually finds the city of Ehn'gha under the mansion, and after realizing how powerful the denizens are after barely defeating a Lesser Guardian in single combat, he attempts to warn the world, but fails. It is implied that he was committed to an insane asylum for that, but later revealed that he killed four of his servants, suspecting they were possessed by Bonethieves. Alex, surveying the room where the servants' remains lie sealed, notes that one of the corpses was missing its head, and that one servant was most likely possessed.

Peter Jacob (1916) - A field reporter during World War I, staying at Oublie Cathedral, which has been converted into a field hospital. He notices that people are mysteriously disappearing, and investigates the lower levels when monsters attack. He defeats the Black Guardian, and keeps the artifact for many years until he delivers it to Edward.

Edward Roivas (1952) - A clinical psychologist, Alex's grandfather, led to the Tome by Max's ghost. His servants are attacked by a dreadful presence, the Vampire. Edward eventually defeats it, and wipes out the garrisoned forces of Ehn'gha with a massive Dispel Magick spell from the city's nine-point spell circle (formed by the towers of the city). Years later, he is killed by a Lesser Guardian. Edward is the game's primary narrator, introducing each Tome chapter and narrating the epilogue.

Dr. Edwin Lindsey (1983) - An archaeologist exploring in Cambodia under the auspices of a mysterious benefactor named Paul Augustine. Paul Augustine, revealing himself to be Pious in disguise, tries to kill Lindsey, but he escapes and finds Mantorok's essence, delivering it to Edward.

Michael Edwards (1991) - A Canadian firefighter sent to extinguish the oil fires ignited by Iraqi troops in the Middle East after the Gulf War. An explosion at one well leaves him trapped in the Forbidden City as the only survivor. He receives the Essence of the ancient from Roberto and destroys the City with an enchanted plastic explosive at the bridge. A few years after his return, he meets up with Edward in the city at night. Mike gives Dr. Roivas a package, believing that he himself will soon be killed by the Guardians (however, he is alive when the player last sees him). The package's contents are unknown; the Essence and the Weapon of the Guardian of Light were later sent to Alex in a hastily wrapped and unmarked package dropped inside the mansion's front door, and the Tome of Eternal Darkness does not need to be delivered to the next recipient.

Alexandra Roivas (2000) - A student at a university in Washington. The game's main protagonist, she is investigating her grandfather's gruesome death. Finding the Tome, she reads about the past struggles against The Darkness, and of the plan to prevent Pious from summoning the Ancient. She narrates the conclusion as well.

Gameplay

Structure
Alexandra's part of the game, at the mansion in 2000, forms the hub. The player finds the book, and Pious's story, first. Then Alex finds the first Chapter Page, leading the player on to the next section of the game as a different character. This character's story provides plot exposition, and once complete, the player as Alexandra has knowledge, an object, or an ability which allows her to find the next Chapter Page, highlighting another character, and so on.

Alignments
The player chooses which of the three essences Pious attempts to claim at the start of the game. This determines which of the three Ancients he is aligned with, and subsequently which enemies dominate. The alignments have a rock, paper, scissors relationship, which is important in the player's consideration of his or her own magic use.

The Ancients are members of a species that existed before other life emerged from the primordial ooze. The relentless movement of ice and the continental drift and other "inscrutable" reasons bound the Ancients deep beneath the planet's surface, biding their time, waiting until the moment was right to return. The surviving Ancients are:

Ulyaoth God of the dimensional planes: his creations are tinged blue, and they specialize in magical damage. Ulyaoth has power over Chattur'gha.

Xel'lotath Goddess of the Mind and Madness: her underlings are tinged green, and have an affinity for affecting sanity (see below). Xel'lotath has power over Ulyaoth.

Chattur'gha God of physical strength and matter: his troops are tinged red, and focus on physical attacks and toughness. Chattur'gha has power over Xel'lotath.

Mantorok the Corpse God: God of Order and Chaos: the creator of the Tome of Eternal Darkness. Although it appears in the game to be in a position of inferiority (his only creatures are weak zombies), it is actually dominant over all. It created the equilibrium between the other three Ancients, making sure that they would be bound to fight against and destroy one another.

There appears to be a fifth alignment, colored yellow, that is not connected to any of the Ancients in the game. It was later confirmed by Denis Dyack to be the alignment of another Ancient that was not included in the game.

Magick
Unlike most games in the horror genre, Eternal Darkness offers magickal powers for healing, solving puzzles, and experimenting in combat. For example, it is possible for player characters to summon (and, if they wish, directly control) monsters like those they are fighting. This is achieved by a system of rune for the components of the spell and 3-, 5-, or 7-point "Circles of Power" which allow the runes to be scribed. To cast a spell, an alignment rune (fueling the spell with the power of one of the four Ancients), a "verb" or effect rune (describing the action of the spell) and a "noun" or target rune must be used. For example, the spell for recovering health consists of the alignment rune for Chattur'gha, the rune for "absorb" (Narokath), and the rune for "self" (Santak). As more runes are discovered, more combinations are possible, although not all have an effect. With a larger Circle of Power, "power" (Pargon) runes may be added to spells to increase the intensity of the spell. Runes and Circles gathered during a chapter are stored in the Tome of Eternal Darkness and available in all subsequent chapters, as well as the present day.

Sanity effects

The game's standout concept, patented by Nintendo (US patent 6,935,954), is the "sanity meter", a green bar on screen which is depleted under various conditions, generally when the character is seen by an enemy. It can be restored under various conditions, such as performing a "finishing move" on an enemy. As the bar becomes low, various effects occur, reflecting the character's slackening grip on reality. If the bar remains empty, further damage to sanity decreases the player character's health.

One effect which is consistently used is a skewed camera angle accompanied by whispers, cries, and other noises. The lower the sanity meter, the more skewed the camera angle and the louder the sound effects. Fourth-wall breaking effects include simulated displays with messages apparently produced by the TV or the GameCube; this does not affect gameplay unless the player misconstrues them as actual technical malfunctions and turns off or resets his or her system, thereby losing all progress since his or her last save. Though some of these affect the character as hallucinations or muscle control issues, and others break the fourth wall, being aimed at the player directly, all are temporary.

Silicon Knights co-developed, with Konami, a remake of Metal Gear Solid subtitled The Twin Snakes. Given that series' fondness for breaking the fourth wall, Silicon Knights reused some of the Eternal Darkness sanity effects, such as the tilting floor effect, during the player's battle with Psycho Mantis. Eternal Darkness is also one of the games recognised when the character attempts to "read the player's mind" (which consists of reading the contents of the system's memory card). Breaking the fourth wall in such a manner is a notable stylistic similarity between games developed by Silicon Knights and those developed by Hideo Kojima.

There are many different sanity effects, the amount they last depends on each effect, and not all effects will necessarily be encountered during a given run through the game. A few more commonplace examples include:

Sounds, including women and children crying out of fear and pain, phantom footsteps, slamming doors, and the sound of a blade being sharpened, accompanied by the whimpering and screams of its victim.

Paintings turning to nightmarish depictions. For example, an idyllic mountain landscape turns to hell on Earth.

Walls and ceilings bleeding. Attacking them causes more effusion. Blood dripping from the ceiling can cause damage to the player.

When casting a spell, the player character's body above the waist violently explodes.

Appearance of large numbers of monsters that are not really there, and disappear when attacked.

The player character's head falling off. When picked up, the head begins to recite Shakespeare (specifically, Scene I, Act III of Hamlet).

Character or monsters shrinking or growing.

A version of the blue screen of death.

Statues and busts turning to look at the character. They turn back to original position when the character faces them.

Character whimpering and babbling to him or herself.

A "to-be-continued" message (leading the player to believe they have reached the end of the game) and promising continuation in a sequel game: Eternal Darkness: Sanity's Redemption.

Body parts systematically falling off one by one.

Character walking into a room from a previous or future chapter that uses the same location.

Character accidentally shooting him or herself while reloading.

Character entering a room on the ceiling; after a while the player finds him- or herself back outside the door used to enter the room.

Character sinking into the floor.

Entering a room as a zombie, forced to wander the environment in this form until destroyed (and thereafter reappearing at the room's entrance as though nothing had happened).

When trying to save, instead of the usual "Do you wish to overwrite saved data" screen, there is a "Do you wish to delete all save files" with the options "Yes" and "Continue without saving." No matter what you do, all files appear to be deleted.

A volume bar appearing (much like that on some televisions) that shows the volume increasing, decreasing, or being muted.

The word "VIDEO" appearing in the top-right corner in green text on an otherwise black screen, mimicking the "video" channel setting on most televisions when the game system is turned off.

Insects superimposed over the screen, making it seem from the players perspective that they are swarming all over the television.

A character enters a room and finds it full of zombies. An error message is displayed, claiming that the controller has been disconnected. Meanwhile, the zombies attack and kill the helpless character.

Upon entering the inventory screen, all boxes will appear empty and player will be unable to flip through the different pages, simulating a lock up.

Some sanity effects are character specific, relating to the individual's experience or fears.

Reviews

GameSpot 6/25/2002 9.4 out of 10 94.0%
IGN 6/22/2002 9.6 out of 10 96.0%
GameSpy 6/26/2002 87 out of 100 87.0%
Game Informer 7/16/2002 9.5 out of 10 95.0%
GMR Magazine 1/7/2003 8 out of 10 80.0%
Electronic Gaming Monthly 7/31/2002 8.17 out of 10 81.7%
Adrenaline Vault 7/26/2002 5 out of 5 100.0%
Game Rankings 9/1/2002 93 out of 100 93.0%
TechTV 6/27/2002 5 out of 5 100.0%
GameZone 6/24/2002 9 out of 10 90.0%

Sequel Status

Denis Dyack, designer of "Eternal Darkness: Sanity's Requiem" and Too Human, said "absolutely yes" in July 2006 regarding the question of a possible sequel to Eternal Darkness in his Too Human IGN blog. He stated that Silicon Knights intended for Eternal Darkness to be a stand-alone game, but the company have always intended to make more games set in the Eternal Darkness universe involving the Ancients.A sequel has been announced but not the platform it will be released on. However, the game's end credits clearly state "ALL rights including the copyrights of Game, Scenario, Music, and Program reserved by NINTENDO" which confirms that Nintendo owns the rights to any sequels based on the first Eternal Darkness. However, Denis Dyack ended that exclusivity with Nintendo. It is also worth noting that some mainstream stores such as Wal-Mart have been stocked with new copies of Eternal Darkness as of March 2007, albeit at the original 2002 release price.

Videos

Full Game Runthrough: YouTube member Rain1024, has a complete run of the entire game avaliable in a few dozen videos. The quality is lacking in terms of audio and the video isn't spot on either, but it is certainly a fascinating look at the game.

Denis Dyack Retrospective: IGN has a retrospective of the game done entirely by Denis Dyack. Unfortunately it IS as terrible as it sounds.
 
Pious Augustus

Pious Augustus is the primary villain of Eternal Darkness: Sanity’s Requiem, though in terms of influence or power many would consider his role to be secondary. Initially a playable character in the first chapter of the Tome of Eternal Darkness, Pious is quickly thrust into a villainous role by powers well beyond his control and initially beyond his understanding. Many have contested that the story of Eternal Darkness is truly about Pious and his journey, more so than about Alex’s.

In the game, he is voiced by Richard Doyle.

Pious the Centurion

Pious Augustus the Centurion. In 26 BC, Pious and his troops are sent on an expedition by their emperor to find an artifact which is apparently of unimaginable value or power. Though some of Pious’s soldiers doubt whether or not the artifact actually exists, Pious is adamant in his faith in his emperor’s belief - and, more importantly, his orders. After a notable battle, Pious has to reassure one of his subordinate commanders that he does, in fact, believe that the artifact exists - and, more importantly, that the emperor has commanded that they should search for it.

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After bidding his subordinates to tend to the troops, Pious hears disembodied voices calling to him. Following the sound of the voices, Pious comes to a ring of five obelisks decorated with indecipherable runes. Walking into the middle of the ring, Pious is engulfed by yellow magick emitted by the obelisks and apparently disappears.

Reappearing inside of a subterranean temple, Pious is forced to explore in an attempt to find a way out. During his exploration he is forced into combat with zombies (creatures of Mantorok, vainly attempting to guard the Ancients’ Essences) and comes upon artifacts in several rooms which evince the further presence of magick in the temple.

Eventually, Pious discovers a room notable in that it contains three pedestals with floating statues above them. Whether Pious assumes that these statues are the artifacts he is searching for is never made clear, but he means to take one or all regardless. Unbeknownst to him, these statues are actually the Essences of the Ancients, a race of beings that exists beyond the normal boundaries of reality. When he touches one of these essences he is bombarded with a colored magick and arises, sometime later, as Pious Augustus the Liche.

Pious the Liche

Pious the Liche. Pious Augustus exists essentially as an undead sorcerer after coming into contact with the essence of his chosen Ancient. He is filled with the power of the Ancient he represents, almost acting as a conduit for their power on Earth. The choice Pious makes is the root of the diverging timelines within the game.

The unifying actions in each version of Pious’s life are as follows, and apply for every Ancient’s timeline:

Pious is the one who binds Mantorok by impaling him with magickally-empowered stakes (a spell which utilizes a rare 9-level Circle of Power in the game, and of Mantorok’s own alignment, no less). Pious is directly or indirectly responsible for the death of every character who dies during the course of the game.

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Pious serves a Nyarlathotep-like role in the human universe, being a mere envoy of the true force behind him, with the same characteristic ability to use masks to cloak its true form and purpose, and bizarre gods with destruction of humanity as main themes of their agendas. Aside from those unifying themes, Pious’s relationships with his particular Ancients are strangely different.

Under Chattur’gha, the Ancient whose power lies in force and who is sometimes referred to as “The Great Being of Matter”, Pious chiefly serves as the mind behind all scheming: he plans the death of Charlemagne without having to consult his lord, independently plans the summoning spell that will release Chattur’gha, and in general works with Chattur’gha’s blessing instead of his permission.

It should be noted that Chattur’gha is the only Ancient that Pious even comes close to questioning, particularly when the Ancient places his faith in an unspecific vision while Pious has to retool his plan to deal with some very heavy setbacks after the decimation of the city of Ehn'gha. If not for Pious’s generally unwavering loyalty, it could even be put forth that Pious looks down on Chattur’gha, in a way, as his mental inferior.

Under Ulyaoth, the Ancient whose chief power lies in magick and who is sometimes referred to as the “Master of the Planes”, Pious’s role is still central to the success of the Ancient’s release but he is looked down upon by his master. An example of this would be when Pious says that his meditations reveal a flaw in “our plan”, and Ulyaoth mocks him for calling it their plan, simultaneously belittling Augustus for his stupidity (a theme in their conversations) and absolving himself of all responsibility if anything goes wrong.

Xel’lotath appears to be insane, suffering from a condition akin to dissociative identity disorder, in this case she displays two distinct personalities that are apparently aware of each other and even passively communicate. One of them openly distrusts Augustus, vocally expresses the fact he's lying about the fact he is serving them willingly and quite often berates him for his lack of information, while the other, while conceding Augustus is not worthy of trust, imparts orders and directs Augustus to do its bidding according to the master plan that had been drawn millennia before.

Xel’lotath takes a more active role in planning her escape than the other Ancients - as an example, when Pious serves her, she is actually the one who plans out Charlemagne’s death, at least insofar as she decides that he should be eliminated. Additionally, while the other Ancients simply command Pious to kill Charlemagne, one of Xel'lotath's personalities suggests Pious to either kill him, while the other one tells him to drive Charlemagne to insanity, while then both together propose to do both, a trait, that while not alien to the Ancients, no other of them has vocally expressed with such sadism.

Regardless of whom he serves, Pious ultimately succeeds in releasing his patron Ancient, though his efforts are counter-acted by Alexandra Roivas, who summons the Ancient dominant over his own (if he summons Xel’lotath then she will summon Chattur’gha, etc.) and engages him in combat. Pious is initially protected by a shield provided by his patron Ancient’s essence, but it requires a recharging by the essence itself if the shield is disrupted by a dominant magick. Alex is able to disrupt the power of the essence by using a dominant magick, allowing the ghosts of those killed by Pious and the Ancients to do battle with him.

Eventually, through the efforts of the dead, the essence is destroyed - this occurrence means that Pious cannot receive the power from his Ancient, and Pious is left to do combat with Alex and her Ancient’s power by himself. Pious meets his end at Alex’s hand when he collapses and she impales him with his own staff.

Retrospective

I played this game both when it was originally released and again just recently for this Post Mortem. Even though it has been almost half a decade since its release I can still confidently say: this is a game that LOVES to fuck with you. But more than that, it is a good game that, while not overlooked per se, wasn’t wildly applauded since it was home on the doomed Nintendo GameCube. I remember, in my original play through, how absolutely terrified I was of this game. Silent Hill is, without a doubt, the status quo of “Psychological Horror” games, but Eternal Darkness (ED) took this concept to a whole new level. I can just see it now, clearly, the horror that I was filled with when the game informed me my saves had been deleted. Or better still, the terror of seeing my character’s head wistfully fall off of his body and begin quoting Shakespeare’s “Hamlet.” This was a title that I refused to play in the dark and even worse still I couldn’t play at night!

The camera and visual aspect of the game added equally to the scare factor. The camera followed a corridor specific direction, often showing a hallway or room just ahead or in front of the player. The developers also seemed to intentionally frame the characters in the game up close when entering and exiting a room. This had multiple purposes: if a sanity effect was in place, say the characters head falls off, the player would see it full on. But also it was occasionally startling to go through the door of one room, the camera panned fully back, and after the black transition screen, suddenly see your character full face, rambling neurotically.

The plot was, at the time (and still to some extent still is) was amazing. Characters were fully realized, complete with voice acting and intelligent writing. In fact Pious Augustus is perhaps one of the most fascinating villains in video game history, but is rarely ever mentioned in "top villains" or "top interesting character" forums. In the end, Eternal Darkness served as one of the definitive experiences of last gen and classic in the survival horror genre.

That was then.

Upon replaying the game, say five years later, the terror and horror of the game are still intact. Sure the voice acting sounds a bit less scary and the thrills aren’t as shocking because of the older graphics, but ED still shines through with its interesting plot and characters.

No, where ED falls apart completely is in the gameplay department. I realize that it's unfair to compare games from back "then" to games "now", this however, must be mentioned. The developer community gave Silicon Knights quite a ribbing for Eternal Darkness and for good reason. Essentially, every playable character plays exactly the same way. Sure the stage scenery is changed, costumes swapped and roles reversed, but by intermission, one notices this play turns quickly into a horse and pony show. The stories in each chapter do differ enough to warrant play, mainly for want of continuing the plot, but tedium is ad nasuem.

What takes one out of Eternal Darkness' former horror however is the art of the game. Viewed now, the art direction of the game is very Incognito, real, but almost cartoony. Mind you I am not bashing Incognito, but in a game such as this, it’s distracting and unwanted. Were this game ever to be remade or if a sequel is ever produced, the art design would need to be rethinked and recalculated.

In the end however, Eternal Darkness is a phenomenal experience. The combination of the sanity effects, moody and appropriate music and the visual and audio experience is one nearly unmatched in the genre. Unfortunately the competition in this category is few and far between, and what is there is golden; namely Silent Hill. But should a sequel come (and should SK ever decide to stop complaining and finish Too Human) I wouldn't be surprised if it disrupts the entire Horror genre as we know it.
 

Trevelyan

Banned
Probably my most favorite game on the Gamecube(yes, I liked it more than RE4), and easily in my top 10 of last gen. This game truly messed with my mind and scared me shitless a few times. :lol

A proper next-gen sequel would be amazing.
 

CTLance

Member
I love your threads. Good stuff. Gonna play this now. I never got farther than the second artefact IIRC. I'm not good with scary games. Yeah, laugh at me all you want, but that's me.
 

Narag

Member
Expected a trite parody of the MP3 thread but this is nice. Tried the game once and couldn't get into it but the OP provided something detailed and informative.
 

Creamium

shut uuuuuuuuuuuuuuup
The sanity effects were really something else, and I fell for some. Like the one your character starts sinking through the floor, I really thought I hit on a bug. The other parts of the gameplay were pretty standard fare but the writing, sanity effects and voice acting made this one a must have, at least for me.
 
Narag said:
Expected a trite parody of the MP3 thread but this is nice. Tried the game once and couldn't get into it but the OP provided something detailed and informative.

If you used the search you'd see that it was I who actually started the thread titled "Post Mortem"

The MP3 PM is fantastic, I do mine differently.
 

beelzebozo

Jealous Bastard
i played it three times to get the good ending.
then twice more, for the hell of it.

i periodically pull it off the shelf and show people the cinematic from the end of bianchi's chapter, "a monument for all times" (i believe that's the name of it). the voice acting in this game blew me away. it was also before i kept up much with gaming sites or magazines, so it was something i casually picked up to give it a go. my ex-girlfriend and i could not stop playing it--the chapters were never a chore, i liked hacking apart zombies piece by piece, and there were some great story twists.

what a fantastic retrospective, hito. plenty of people probably knew this would be great before it was released, but it was a total surprise to me, and i hold it in higher esteem for that very reason.

now, someone make a sequel, or at least carry on its spirit in further insanity-lovecraft-centric games.
 
beelzebozo said:
i played it three times to get the good ending.
then twice more, for the hell of it.

i periodically pull it off the shelf and show people the cinematic from the end of bianchi's chapter, "a monument for all times" (i believe that's the name of it). the voice acting in this game blew me away. it was also before i kept up much with gaming sites or magazines, so it was something i casually picked up to give it a go. my ex-girlfriend and i could not stop playing it--the chapters were never a chore, i liked hacking apart zombies piece by piece, and there were some great story twists.

what a fantastic retrospective, hito. plenty of people probably knew this would be great before it was released, but it was a total surprise to me, and i hold it in higher esteem for that very reason.

now, someone make a sequel, or at least carry on its spirit in further insanity-lovecraft-centric games.

It was actually you who inspired me to do this week's Post Mortem on Eternal Darkness. If you remember there was a thread a few days ago about Videogame characters that effected you or some such thing. You were the only one who mentioned Augustus...I even used your line about him being more of the main character than alex

Thanks Beelze
 

Mau ®

Member
jjasper said:
I liked it but didn't want to spend the time to replay it 2 more times to get the "true" ending.

You had to replay the game to get the real ending? Fuck that shit!

I didint like it. The game was not scary, it looked like a plataformer not like an actual horror game, gameplay was boring. Eh.

Storyline was good from what I remember but not really memorable. The sanity effects were a nice touch and yes, I did fall for me ( Story continues on Eternal Darkness: Sanity´s Redemption... I was like WTF).

Oh and in before
the bathtub scene SCARED THE CRAP OUTTA ME!!!
Pff please you could smell that one from afar. Go play a real horror game.
 

Rolf NB

Member
Once I got into the forgotten city I somehow got frustrated, was too weaksauce at the time, but I did enjoy it a whole lot up to that point. Excellent ride, very creative game, hugs, kisses, etc.
 

beelzebozo

Jealous Bastard
hey, no problem. i pimp this game nonstop, so i sort of owe you for putting in the leg work to get people who may not have tried it to give it a go.
 

Creamium

shut uuuuuuuuuuuuuuup
beelzebozo said:
now, someone make a sequel, or at least carry on its spirit in further insanity-lovecraft-centric games.

I don't know how you would make another game with insanity effects though. Now we know of the dynamic and if a hypothetical sequel boasts a 'new insanity effects!' line or is just called ED 2, people will know what to expect. I guess what I'm saying is that the surprise and gimmick of the effects can only last one game. Or maybe some creative minds will find something to do with it.
 

beelzebozo

Jealous Bastard
maybe less the effects themselves and more just insanity as a theme. the insanity effects were a neat little cherry on the sundae, but ultimately it's the interesting story and creepy motifs that make it a personal fave.
 

human5892

Queen of Denmark
The sanity system was completely broken due to a) the visibility of the meter, and b) the ability later in the game to restore your sanity meter basically at will. Some of those insanity effects would've been excellent if there wasn't a meter right on the HUD warning you that your character was insane.

If there's ever a sequel, they need to work out a method whereby the player goes insane less obviously, without such an easy recourse to gain the sanity back.
 
Well the fact of the matter is you never knew which of the few dozen effects would take place. Yes the HUD...wasn't ideal but it worked.
 
Good thread. Got me interested in the game.

Did Nintendo advertise this game? I only remember seeing like one or two commercials and thats it.
 

Mifune

Mehmber
I really really enjoyed the game up until the last couple chapters. Creating the massive spell or whatever was so so tedious that I've never finished the game. Played up to that point twice.
 
i just remember getting stuck for several long durations of time and after that said fuck it. nothing worse than a puzzle that gives you no indication of how to solve it. kind of like the old rpgs where you gotta run around for ages looking for that one npc in order to advance the story.

the cthulhu monster was awesome though
 
I went in thinking this was going to be a scary, scary game. I was not scared. Next haloween, I'll play again, and let my characters go crazy.
 

Kintaro

Worships the porcelain goddess
Played through the game once and couldn't be bothered to try again for the true ending. Especially after the last puzzle (I think) which was a mess. Such a stupid mechanic anyways. The game itself was decent enough to play through, but I honestly can't remember anything really great or good about it.
 
one of the Sanity effects revealed the " sequel's name " I believe? Sanity's Redemption

Anyways, 2nd best game on cube for me. Amazing game and a Amazing Soundtrack if you're into Tribal/Ambient/ Hans zimmer kind of style music. :D . The voice work here is superb and the story is just plain Great.


A-
 

beelzebozo

Jealous Bastard
they didn't advertise it well enough. marketing a game with so many postmodern elements should have been a real gas--messing with the image in commercials, pretending to turn your tv off and on, etc.--but they did pretty much none of it
 

human5892

Queen of Denmark
XHitoshuraX said:
Well the fact of the matter is you never knew which of the few dozen effects would take place.
It was fun to see all of the effects at first, but instead of being an unexpected mind-fuck, they were simply novelties. Having more of them would've also helped contribute to the illusion (assuming the HUD was gone).

Imagine getting the Save File effect with no warning whatsoever -- my heart would leap in my chest. As it was, I knew in the back of my mind that anything crazy happening when the sanity meter was low was obviously not true.
 

Mau ®

Member
beelzebozo said:
they didn't advertise it well enough. marketing a game with so many postmodern elements should have been a real gas--messing with the image in commercials, pretending to turn your tv off and on, etc.--but they did pretty much none of it

That wouldve been amazing advertising. Wasted Opportunity Nintendo...

I remember some comoany bought the rights to Eternal Darkness to create a TV series. It seems it never really got the greenlight.
 

The Hermit

Member
Oh boy, i haven't read a word in this thread cause I'm just about to start this game...

Since it's the fifth of IGN best GCN game, I think I'm gonna like it... I have played the first 4 already(although I still haven't finished WW)!
 
Baiano19 said:
Oh boy, i haven't read a word in this thread cause I'm just about to start this game...

Since it's the fifth of IGN best GCN game, I think I'm gonna like it... I have played the first 4 already(although I still haven't finished WW)!

its cool to copy someones avatar
 
XHitoshuraX said:
slap-junior.gif/

:lol I didn't say it was bad. I just said it didn't scare me, and that I'm gonna play it again, knowing what to expect. I still own the game, and there's no way I'll give it up.
 

beelzebozo

Jealous Bastard
i really think the pacing at which the real depth of the genuinely weird shit going on was revealed was pretty masterful. the first ten minutes of the game--excluding the dream sequence and the death of alex's grandpa--is pretty mundane. i loved the way the secrets of the mansion and everything that lay beneath it were gradually peeled back.
 
I played through Eternal Darkness...Three times I believe. At the time I loved it. It hasn't aged so well however. The graphics look severely dated, and the gameplay feels pretty dated as well. It was one of the first great GameCube titles though, that's for sure.
 

pringles

Member
Great game. Played through it 3 times to get the "real" ending, and then once more just because it was so awesome.
It had a couple of the scariest scenes in videogame history (the bathtub & memory card erasing for example!), and incredible story and voice acting.. just thinking about it makes me want to pop it into the wii and give it another go.

The only real fault it had imo was that it was too easy to keep your sanity up.
 

beelzebozo

Jealous Bastard
and oh man, seeing the chapel change from paul luther's chapter to peter jacob's? fantastic. it had a really nice sense of small change over time.
 

Kosma

Banned
Beelzebozo I think the time is right for you to purchase a Lovecraft book because the stuff you describe is dripping from his works.
 
Yeah the bathtub scene, for whatever reason, put the fear of christ in me :lol I screamed lol I would have to say the chapter that effected me the most was Anthony's. Seeing him slowly decay was so creepy...

FIXED
 

USD

Member
Definitely one of my favorite games from last gen, loved being able to play in the different time periods.
 

beelzebozo

Jealous Bastard
i read a ton of lovecraft short stories/novellas a few years ago precisely because of this game. i think his work is full of fantastic ideas, but i think he was maybe a little too baroque for my tastes. i'm much happier when his fucked up ideas inspire other people, who can sort of interpret them into something more manageable.

funny enough, i actually just got my copy of i have no mouth and i must scream by harlan ellison in the mail today, inspired by hito's last post mortem. really excited to get crackin' on it.
 
beelzebozo said:
i read a ton of lovecraft short stories/novellas a few years ago precisely because of this game. i think his work is full of fantastic ideas, but i think he was maybe a little too baroque for my tastes. i'm much happier when his fucked up ideas inspire other people, who can sort of interpret them into something more manageable.

funny enough, i actually just got my copy of i have no mouth and i must scream by harlan ellison in the mail today, inspired by hito's last post mortem. really excited to get crackin' on it.

SUCH a fantastic story.

I found lovecraft's influence in this game was healthy, but not overpowering
 

Kyosuke

Member
What scared me most in this game was enemies appearing
in the Roivas mansion after Edward's chapter
. The whole game I was glad to get back to this place because I knew it was safe there and just like that
enemies start appearing after that scene in the servant's quarters. Nearly gave me a heart attack.

And the first time my character's head exploded, I almost dropped my controller. I hadn't even noticed that my sanity was that low. :lol
 
I remember playing as Dr. Maximillian Roivas , such a old slow fatass... he couldnt run and got tired VERY fast when he did. Not only that , but his Gun = :lol :lol 1 shot per 1 reload( Reloading his 1760's pistol was a BITCH TOO) !! :lol

Great times indeed.
 
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