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
GRAPHICS AND VISUAL PRESENTATION 7
SOUND AND AURAL AMBIANCE 9
GAMEPLAY AND CONTROL 8
STORYLINE 10
REPLAY VALUE 7
INNOVATION 8



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