 GAME REVIEW: ETERNAL DARKNESS
By Paul Wilde
Eternal Darkness was a surprise hit and instant
Gamecube classic when it was launched last year.
Several Lovecraftian games had been launched on the
PS1 and only Alone in the Dark really sold well.
Graphically, it's a mixed bag. The cutscenes are
rendered with a technical precision, certainly, but
there is still a graphic-novel flatness to most of the
proceedings. Strangely, it doesn't seem to matter
because it emphasises the fact that this is all being
read as a story. Textures are few and far between but,
although rendered in 3D, there is no Mario Sunshine
style free roaming camera for this to show up any
more. The mansion is immediately disappointing to look
at- comparisons to Resident Evil are inevitable and a
clock puzzle to start with doesn't help but,
thankfully, it mainly acts as the gateway to the other
chapters. One of the Gamecube's fortes, lighting
effects, still have the power to amaze when casting
spells and the detail and movement on the maggots on
the starting film is unnervingly close to life!
There is no griminess to the look, though, as has been
implemented in the Resident Evil remake. It's
clean-moving and all in the details- the numerous body
bags stacked in the cathedral, for instance,
illustrating the waste of war.
The sound is rightly praised. Taking advantage of
Dolby Pro Logic 2, it sounds like your own heartbeat
if you have a sound system and turn the bass up. Mixed
with this are incantations spoken in foreign tongues
that, frankly, sound like voices in the head of a
madman. They act as reminders no matter where you are
of the thread that links all the stories. You simply
don't get this with Resident Evil where it often feels
like you've entered a new and unconnected part of the
game. The voice acting is of a high quality too,
delivered in deep and resonant tones. Very thespian
and, though not quite as camp, veering towards Vincent
Price. Only thing that prevents it getting 10/10 is
some variation would have been nice.
The gameplay is slow to reward but, ultimately, worth
it. Although there is a variety of levels, they are
quite linear and, as they are enclosed in their own
story, the relative smallness of each story means the
solution is never too hard to find. It is a good
introduction to the 'survival horror' genre. Control
of the main character is better than Resident Evil
but, let's face it, it's no Super Mario. You can still
only attack when rooted to the spot and, when faced
with hoardes of demons, sometimes it's best, Monty
Python style to just 'Run away!' until you have the
distance to be able to cast a shield. Like in the last
room you were in. Due to the magick system and variety
of characters I will give it
Storyline-wise, Eternal Darkness is the videogame
equivalent of being read a bedtime story by Freddie
Krueger. Most games like to reward you at the end of a
level as a pat on the back for all your hard work. You
know- a crystal and a nice bit of orchestral music.
Not Eternal Darkness. Most chapters end with your head
on the business end of a big stick. If you're lucky.
Piecing together the creepy story is Alex Roivas, a
young girl alone in the ghostly corridors of the
mansion of her murdered grandfather. Through her eyes,
you will control no less than twelve characters
including an ancient centurion, a love-struck Persian
and a Fransiscan monk, casting spells against enemies.
It's a superbly put together surreal and psychological
tale, weaving its' way through the dark mysticism of
history. It's 'Alone in the Dark' meets 'Quantum
Leap' for a quick drink with 'Twin Peaks'. The Edgar
Allen Poe/ Lovecraftian references, the cut scenes,
voice acting and plot development are done with a
subtlety and gravity that make this game more gothic
mythology than B-movie.
Eternal Darkness' replay value is difficult to gauge.
The main pull is to experience the atmosphere of the
game alone and revel in some of the historical
details-you will not feel particularly attracted to
ploughing through some of the puzzles (or enemies)
again. But if it's a dark night, you don't have the
new Zelda yet and you're in the mood, it will be an
entertaining few hours.
ED's main innovation is its' sanity system - if you
see too many disturbing things your sanity level will
go AWOL, the room will tip about 45% and your head
will drop off, among other effects. But, despite its'
more psychological approach, it is not as scary as
Resident Evil. Nothing compares to the sound of a Resi
hunter sharpening its claws as it gallops down the
corridor towards you or the thundering crash of a
window as a rabid dog aims for your jugular. You will
grow used to the sanity effects in ED, feel more
comfortable in its world and that will probably make
it a more enjoyable experience. In Resi, you always
feel at the mercy of the typewriters, inventory boxes
and the next unexpected creature. Its other
innovation, in a way, is the scale of the story, which
covers many centuries, and its seamless treatment.
Graphically, it is not life-changing though.
GENRE: Survival Horror
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GRAPHICS AND VISUAL PRESENTATION
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7
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SOUND AND AURAL AMBIANCE
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9
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GAMEPLAY AND CONTROL
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8
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STORYLINE
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10
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REPLAY VALUE
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7
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INNOVATION
|
8
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