Silicon
Knights is one of the newest development acquisitions by Nintendo.
Late in the life of the N64, Silicon Knights began work on Eternal
Darkness. The game saw several delays and eventually made it’s
way to the GameCube, where it saw more delays. It was finally released
in June, 2002 for the GameCube. Was it worth the wait?
Eternal Darkness
is one of the few non-RPG games that makes the story the most
important aspect of the game. Eternal Darkness’ story
encompasses nearly 3000 years of human history, following the exploits
of several different characters locked in a struggle for humanity’s
survival. The game starts in the present day with Alexandra Roivas,
who gets a call about the death of her grandfather. She goes to the
family compound and soon finds there was more to her grandfather’s
life than what seemed to be.
Silicon Knights’
first offering for Nintendo excels in many aspects, including
graphics. Character modeling is fairly good, but modeling on the
architecture is exceptional; best exemplified by the cathedral in
Amien, France. The texturing work is also some of the best work in
this console generation. The overall design of the game goes along way
in setting the mood and immersing the gamer. Some locations seem
entirely different when visited in different time periods due to
excellent art design.
Eternal
Darkness’ sound is also worth mentioning. As with the graphical
touches, the sound is very important in the gamer's immersion into the
story. The music ranges from ambient orchestral tracks, Middle-Eastern
rhythms to gothic chants. The sound effects are also very effective.
Whether the sounds are from a Heckler and Koch combat system, a
flintlock pistol or ethereal dimension warping-all are very
convincing. Voice acting is particularly effective as well. From Roman
soldiers speaking in Latin to the demonic denizens of
Cha’turr’gha, the voice acting is excellent.
Gameplay in Eternal
Darkness is fairly typical for an adventure game. The game manages
to provide a tight interface both with melee combat and with ranged
weapons. Thinking about how you fight is much more important than the
fighting itself. The choices of where to stand and fight and what
weapons to use in a given situation are paramount. The most powerful
weapon isn’t always the best one. The game focuses on solving
puzzles and solving problems, most of the puzzles being fairly
interesting and some quite clever.
The magic system in
the game is based around runic combinations. There are three main
sources of magic (there is also a fourth secret power), and one holds
dominion over another in a circle. Then there are other runes that
describe the way or means in which the magic works. At least 3 runes
must be combined to cast a spell, a source rune, an object rune, and
then an effect rune. The system is full of potential and players can
begin to create their own spells before they have actually learned
them. The game limits the actual combinations of the runes and
so the full potential is never realized. That said, in the context of
the game the magic does allow the player opportunities to be creative
in problem solving and magical combat.
Eternal
Darkness cannot be discussed without mention of the sanity system.
Along with the life gauge and magic meter, Eternal Darkness
also has a sanity meter. Each character in the game has a limited
amount of sanity, differing from character to character. The
same is also true of life and magic. When your character encounters
shocking events, such as the minions of evil -- or various other
happenings -- your sanity drops. As your sanity level approaches zero,
strange things appear to happen. The sanity effects range from cheesy
to brilliant. It’s almost worth the trouble to let your
character go nuts just to see what happens next. Much like the magic
system, this sanity system shows much potential and would be
interesting to see in a sequel.
In the end, Eternal
Darkness' combination of several aspects forms a cohesive whole,
brought together by a fascinating story and immersing the gamer in a
world both familiar and distant. The game also begs for a sequel --
not to finish the story but to continue an adventure in a living
breathing world created by the game.
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