I’ve recently dug up one of my all time favorite classics on
the Gamecube – Eternal Darkness: Sanity’s Requiem. This game stands as one of the better mature
rated titles on the system, released in 2002 by Silicone
Knights. Even as news
declares the company’s rocky future, I must proclaim their work a certain
candidate for the classification of art in video games.
Eternal Darkness begins and ends with college girl Alexandra Roivas, whose grandfather has been killed, leaving her the only living relative. She explores his mansion, searching for clues; finding them delivers the player with chapters of the Tome of Eternal Darkness. The “use” command reads the chapters, and moves the story to the next person.
Each of the characters have their own chapters, and all but Pius
Augustus (*snicker* these names *snicker*) obtain the tome of Eternal Darkness,
usually from an outright contrivance where walking through a door drops them in
the pedestal room with no way to turn back.
The Tome becomes a necessary item, and ties the characters together. Each chapter forms around a set that remains temporally
appropriate for each character, for example each gets a sword but swords change
as the cultures change. The millennia spanning
narrative adds numerous colorful details that bring each set to life.
The antagonists begin with zombies, but these are not the
only enemies faced. Smoothly moving into
Chthulu horror, Bonethieves, Trappers, and Behemoths prowl the corridors,
adding several styles of Guardians, each with their own attack tactics to learn
and adapt to. Contrasting other horror games
ED enemies can be fought, but do not even try to make sense – they remain
firmly ensconced in the impossible. This
lends to the games other major mechanic beyond combat. While ED forces conserving hit points and
ammunition like other games I could mention (Resident Evil 4,5, and 6 don’t
count), the characters must also conserve sanity.
Sanity is tracked on a green bar in addition to health and
magic. Even meeting a monster forces
sanity loss, but some cause it continually, while the Trappers have the ability
to send the characters beyond the veil of reality, a nasty sort of mini game
that strongly incents players to leave as quickly as possible. The tutorial systems are efficient and bring the
player up to speed on these conditions, and how to avoid them, well.
Sanity also lends to the greatest selling point of the
game. Running with low sanity can
randomly call a sanity effect. These are
one-offs, typically jokes, but designed to run on the fears of the player and character
– in the gap between them. Sometimes
this involves clipping through the world geometry, or steadily sinking through the
floor. Other times it means flashing a “To
Be Continued” Screen, or helpfully offering and then proceeding with deleting
all of the save files. They are
wonderfully macabre, just check out this video on Youtube
to spoil the rest of them. Rest assure
that there has actually been a lot of clearly evident work on debugging, and
each effect ends with the character screaming “This isn’t really happening!!”
at the point where they were last safe.
I’ve taken to using these effects as friendly reminders to save my game,
frequently.
The magic system is shallow, with only about 12 runes to
play with in creating about 12 spells. I’ve
always wanted to see an Eternal Darkness 2 to revisit the concept. Still, I've always loved the ability to play with magic as they've done it; consider this example. You enter a room and you are swarmed with
five or more zombies. In any horror
game, and in Eternal Darkness as well, you are dead; they’ll swarm you and
prevent you from acting. But that’s only
if you stand in place and squeeze off shells like a tank. ED’s magic system lets you play with this
scenario, either by summoning monsters to even the odds, creating a shield to
defend yourself, or dropping a forcefield on the ground that auto zaps the
first monster, but only the first, to walk into it. ED can have you running if you haven’t explored
the magic system deeply enough, but once you have all of the runes (which you
have early enough in the game) you can game change losing battles very
efficiently.
There’s a good
challenge to be had here, so I’ll promote this aesthetic first and foremost. There is a visceral psychological terror, as
well, making Sense pleasure the number two aesthetic. Narrative is for me the third best reason to
play it. It’s story stands out compared
to horror games, but does little to stand away from the best narratives in all
of gaming. Finally this game stands out
for good mention because it is such a fun way to play with mortal terror, due
to its brilliant magic system.
I hope that I can inspire others to try this game. It stands worthy of being a long lived
classic, even if its creators are in trouble.
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