Eternal Darkness Review

By Karma Koopa

 
Name: Eternal Darkness
Platform: GameCube
Type: Psychological Horror
Players: 1
Difficulty: Moderate/Hard
Rating: M for violence and fright factor
Review Rating: A scale of 1 to 10, 10 being the best, 1 being the worst.

TEASER

You are Alex Roivas, the last surviving member of your family, investigating your grandfather's sudden and violent death. Upon being left alone in his estate two weeks later, Alex begins her search for the key to her grandfather's demise. Her wanderings throughout the large home take her to the library and from there to her grandfather's private study, where she discovers a book bound in human skin and bone sitting in disarray on his desk. This is the Tome Of Eternal Darkness. Intrigued, and hoping for clues, Alex sits down and begins reading the strange book, letting herself in on a centuries-long conspiracy that she is, quite literally, sitting right on top of.

Get used to seeing Alex sitting there and reading, because that's what she does for most of the game except when she gets up to solve an occasional puzzle to recover the next chapter pages. As the chapters proceed, you will find yourself embodied in the previous owners of the Tome and acting out their chapters as they play a part in the overall plot, gradually leading up to present-day.

CATEGORY RATINGS
 
Graphics: 8/10

They are standard fare for the GameCube. Nothing horribly extraordinary, but they get their point across and work with what they have very well. The subtlety of the backgrounds makes it seem all the creepier when insanity-induced hallucinations start happening later.
 
Sound: 10/10

Very well done. The dialogue is believable, the conversations are fluid, and the noises are very well-placed in their according atmospheres without becoming annoying. The narrated passage from Edgar Allen Poe at the very beginning is, by far, an example of atmospheric noises at their finest.
 
Music: 7/10

Your typical brooding minor-key music that seems to haunt all of the horror video games. It sets the scene decently, but some of the musical jingles get a tad on your nerves. I could do without the frantic Egyptian music every time I discover a secret, for example. In other places, the music makes up for its minor annoyances by setting the atmosphere incredibly well. The melody playing whenever Alex finishes a chapter and looks up from the book is enough to give you goosebumps if you're in the right mood.
 
Control: 7/10

While some of the players have excellent control and response time, others are a bit sluggish, which makes it hard to navigate them at crucial moments. There will also come times when you need something from your inventory and your cursor will merrily skitter over it five or six times before you can actually select it.
 
Items: 10/10

You get all manner of stuff in this game and all of it has a vital use... swords, crossbows, guns, daggers, lucky pennies, scrolls, torn journal pages, broken vases, the hearts of sleeping elder gods... you get the idea.
 
Plot: 9/10

Very involved, very deep, perhaps a bit TOO deep. My only gripe with this game's storyline is that it becomes very difficult to understand what's going on after a point and requires you to actually sit down and puzzle it out for awhile and go back through the cinema cutscenes a few times to get the whole story.
 
Size: 10/10

More than big enough with plenty to explore, twelve very long levels, and lots of ground to cover.
 
Length: 10/10

Each level takes anywhere from fifteen minutes to a half-hour to beat, sometimes longer depending on how stubborn you are about finding a strategy guide to look at. Unless you make a habit out of camping in front of your GameCube all day, it's hard to beat all of this in one sitting.
 
Combat: 6/10

It gets repetitive. If you've slain one horror or zombie, you've slain them all. The bosses follow the typical "Figure out my pattern and I'm easy to defeat" scheme, making the final encounter with them a bit disappointing.
 
Fear Factor: 9/10

All of the elements of the gameplay come together to make you feel, at the least, uneasy while wandering the temples and the abandoned mansion. While the baddies get a little repetitive, there are other things that more-than-adequately invoke a fear response from the player. To see what I'm talking about, try visiting the upstairs bathroom and looking in the tub. Hehehe...
 
Replay Value: 7/10

It's quite an accomplishment to get all the way through Eternal Darkness the first time, but when you later discover that in order to get the actual ending you must play through it two more times, it gets a bit daunting. However, Eternal Darkness recognizes this and so it alters your path slightly with different monsters and characters so you'll have a bit of variety, sugar-coating the fact that you will have to play it from the beginning all over again.
 
Overall Gameplay Experience: 8/10

This is definitely one to look at, even if you're not much of a fan of horror. It draws you in, plays with your head, and is like watching a very long and engaging movie.

SPECIAL FEATURES
 
1. Insanity
 
An interesting feature this game has, along with the typical "Health" and "Magic" meters, is that you are also given a "Sanity" meter. The sanity meter depletes as you encounter various monsters... the strain of seeing half-rotted zombies, apparently, is too much for your puny mind to comprehend. However, for every enemy you kill and finish off, a bit of your sanity is restored. The most interesting/aggravating part about the Sanity Meter is that as it decreases, weird things begin to happen to both your character and you, the one behind the controller.
 
Your player may suddenly begin to hear whispered voices or footsteps behind them. Zombies will materialize out of nowhere, even if they aren't really there.  There is even a chance, when playing as a certain character, that upon entering a room when your sanity level is low, your head will fall off. Your player will then pick it up, recite Shakespeare to it, and place it in his inventory.
 
Coupled with the insanity your player exhibits, Eternal Darkness will also try to share the experience with you. The game will spontaneously mute itself, your character will freeze and you will recieve a message that the player-one controller is not plugged in during a battle, the game will pretend to reset itself, flies will appear to land on the screen and walk across it, you may recieve a Windows Bluescreen Of Death (yes, on a GameCube game...), and then there is the ever-maddening scenario where you save the game and it pretends to reset itself and informs you that your memory card is completely wiped. Good times.

2. Magic
 
From the first level of this game where you are faced with choosing an artifact to summon your elder god of choice, Magic is a big factor in your gameplay. (Hint: Choosing the red artifact means the enemies will take more health from you when you're attacked. Green will have a greater effect on the amount of sanity lost while battling. Blue will drain you more while casting spells).
 
A gimmick Eternal Darkness has is the creation of spells and magic that you will need to use throughout the game to solve certain puzzles. Before you can remind me that a LOT of games involve spell-casting, this one does not give them to you ready-made for use, making it all the more difficult.
 
The earlier spells you will learn to do involve basic healing and sanity-restoration, which is where a player's Magic Meter becomes crucial.
 
You will acquire various stone tablets featuring elements needed to make power circles and, likewise, you will find power runes scattered throughout the levels. While you are given the basic formulas for spells that can be cast, it is up to you to tailor them for use in particular situations.
 
The magic in this game is categorized into three elements: Red (Body), Green (Mind) and Blue (Spirit). Some beasties you encounter will be powered by a certain sort of element, and it is up to you to figure out what it is and enchant your weapon of choice with the opposing color to defeat the monster. If a certain element-themed blockade stands in your way, you will need to enchant the key element needed to dispell it (i.e., a green-enchanted door can be opened with a red-enchanted key).
 
Power Key: Red beats Green beats Blue beats Red.
 
Another neat thing this game offers is the ability to cast advanced spells that can do anything from summon a beastie that will be at your control to casting a barrier of warding that will hurt all who come near you while it is in effect. The trick is figuring out which combination of Runes and Codices (Antorbok, Magormor, Santak, Narokath, Redgormor, Bankorok, Nethlek, Aretak, Tier, Pargon) creates which circle of power. A hint, for those of you who don't like strategy guides, is to watch and take notes on later monsters who will cast advanced spells to protect themselves and attack you.
 
3. Autopsy
 
When you play as a character who has a medical background, you can perform autopsies on fallen bogeys and monsters to learn more about what makes them tick, information about their species, and their weak points. A little hard to master at first, but if an autopsy is successful it will be logged in your journal for later use.

CHARACTER RATINGS
 
1. Pious: 10/10

You play the first chapter as Pious Augustus in the year 26 BC. Upon following his orders to look for artifacts in an abandoned area of Persia, he is drawn into a circle of runes and transported into a strange ancient temple. As Pious, you have no sanity level and are armed with a Gladius to defeat the lurking zombies you encounter. The zombies, at this point, are pretty pathetic and Pious has a long health meter, so you should be fine... it's a pretty safe assumption that the creators wanted you to beat this level as, without it, it would be impossible to set the stage. As you complete the level, you will discover that Pious has been chosen by the Ancient Gods to be their mortal contact and ready things for their eventual second-coming to overthrow Mantarok, the Ancient God already residing on and protecting Earth. AKA, we now have our head-honcho bad guy.
 
2. Ellia: 6/10

She is a dancer in the court of Suryavarman II, in the year 1150 AD, in what is now Cambodia. She is drawn to the same temple Pious was and has discovered the Tome Of Darkness which she reads, thinking it is only a storybook, and later finds herself to be chosen as one of Mantarok's protectors. She is the first character to be given a sanity meter, and as such is given a moderately normal one -- not too great, but not too shabby either. Another plus is, on her journies through the temple, she discovers a magical necklace with the power to heal her back to nearly-full health ten times. Since you don't know magic yet, this is a plus. Her weapon of choice is a short sword which, really, is not all that great of a weapon as you have to be in closer proximity with your enemy to make any real use of it, and getting within range costs you your sanity points. She will also find a blowgun deeper within the temple; it's a good distance weapon but not worth having to wait for the poison to work on your enemies. Overall, a mediocre character at best.
 
3. Anthony: 8/10

Anthony is a page to the court of Charlemagne, in Ancient France, the year 814 AD. He is given a message to take to Emperor Charlemagne with strict instructions that the words in the scroll are only for his emperor's eyes. Curiousity getting the better of him, Anthony opens and reads the scroll himself, finding himself immediately cursed. This curse gets to be quite annoying as the level progresses, turning you further and further into a hunchbacked zombie creature that moves at the speed of paint drying. To make up for this annoyance, however, Anthony cannot die in this level and also gets to wield one of the game's best weapons -- The Two-Edged Sword.
 
4. Karim: 9/10

A Persian from the year 565 AD on a mission to retrieve an artifact for a young lady he is trying to win the heart and hand of. He is drawn to Mantarok's temple by a beckoning voice and soon finds himself at the heart of it. Compared to the other characters, Karim is fully decked-out with a Tulwar (for fun combat, see if you can find the second Tulwar later in the level and combine them), 19 Chakrams, and a Talisman that can heal him five times. He will later find a Ram Dao, an enormous sword that can knock over several enemies in a single swing. Its drawback, however, is that it's a slow-weilder due to its size. Add to this that his health stats are awesome and that his sanity meter is only slightly less than average, and he's pretty dang good.
 
5. Dr. Maximillian Roivas: 7/10

He is the first character whose story actually takes place in Alex's grandfather's manor in Rhode Island, in the year 1760 AD. He writes in his journal, following the death of his father, that the mansion is now his and so too are its secrets. A bit on the chubby side, Max can't run as fast as the others, which makes it hard to escape when the bogeys are closing in on you. His meters are all good, although he is slightly lacking in the Magic Meter. His weapons of choice are a Flintlock Pistol and a Sabre, neither of which are very impressive. He's a bit aggravating to play as, but its all worth it to see him in a straitjacket in a nuthouse in the end-of-chapter cutscene.
 
6. Dr. Edwin Lindsey: 10/10

An archaeologist, in the year 1983 AD. When the government refuses to finance his expedition, he receives the necessary funds from a collector, Paul Augustine (uh oh). In the temple, they draw guns on each other and Paul becomes (Dun-dun-DUNNN) Pious, who seals him inside. Edwin is an all-around good player. He has come equipped with an Archeologist's Brush (for dusting off important panels and murals), a torch (good for lighting darkness, and lacking that it makes a handy weapon), and an automatic pistol with 56 bullets. Add in the fact that his stats are about the same as Max's, and he's just awesome. Unfortunately, the bogeys really start to bear down on you in his chapter and it is not as easy as it seems to keep yourself sane and healthy, even with all of the equipment.
 
7. Paul Luther: 5/10

A Franciscan monk in France, the year 1485 AD. He seeks lodging in a cathedral in the village of Amiens (you will find that this cathedral looks mighty familiar...). His sanity is decent, but not extraordinary, and his health is completely pathetic so it becomes a contest trying to keep him alive. When he starts out, all Paul has is a meditation rod which he can use to restore his sanity three times. As you play, you will later recieve a crossbow and a mace as your weapons. The crossbow, while it gets a good range, is annoyingly-slow to load and does nothing at a close range. Bah! Paul's death scene, however, is one of the coolest points of the game and well-worth playing through his level.
 
8. Roberto Bianchi: 4/10

An architect in the Renaissance, in the year 1460 AD. When we join him, he is currently down in a hole being bullied by soldiers to survey the site. His health is decent, his sanity is okay, but his magic meter is awful. To add insult to injury, you don't have anything but a torch when you first enter the temple. He will later acquire a Saif which, while it is powerful, takes him forever and a day to swing. However, you will also later acquire a crossbow... yes, the same sort Paul got in the previous level. Good at a distance, but useless at close-range and takes too long to load. *Le Sigh*
 
9. Peter Jacob: 6/10

An English journalist, in 1916 AD, in the very same Oublie Cathedral as we met Anthony and Paul in, which is now a field hospital. He writes of the horror that is war, not knowing the horror he himself will soon see. This guy has decent health, okay magic, but he is lacking in the sanity department. Peter starts off with a flash pan, five charges of flash powder and *drumroll* a lucky penny (I kid you not). There's plenty of ammo for your revolver,  and someone's even nice enough to give you a magical elixir near the end of the level. Unfortunately this is also where you meet and do battle with one of the hardest monsters of the game. Not the best, but not the worst.
 
10. Dr. Edward Roivas: 7/10

This is Alex's grandfather as he appeared in the year 1952 AD, in the Roivas family estate in Rhode Island. Edward wanted to know more about his family's tragic past, so he begins to search the mansion. Immediately, Ed and I didn't get along because his only weapon to start the level off with is a bottle of moonshine (comedically titled "Liquid Courage") that contains seven draughts of sanity-restoring goodness. *HIC!* His health is lower than the buff warriors you've had a chance to play as before him, but his Sanity and Magic are through the roof. He later acquires a Sabre, an elephant gun (watch out for the recoil on this one, it knocks you flat on your back), and a shotgun, along with a bucketload of ammo so... I can't hold too much of a grudge with him.
 
11. Michael Edwards: 6/10

A Canadian firefighter in the Middle East, the year 1991 AD. He's part of a special firefighting team dealing with the oil fires Desert Storm started, and his team is preparing explosives to eat up the oxygen in the area to settle the fire. After the charges go off prematurely and you are knocked out, finding yourself in a cave, it's time to get down to business. Mike starts off with a flashlight and a fire axe. It's better than the bottle of booze Ed had, but not spectacular. He has good health, but his sanity and magic are pretty much non-existant. Mike will later acquire a pistol and assault rifle (lock 'n load, baby) from a fallen soldier. It's a shame they gave the character with the worst stats the best weapons.
 
12: Alex Roivas: 9/10

That's right, at the very last level, Alex finally gets to do some actual fighting. She's read through the book, she's been visited by ghosts, she's dispelled all sorts of magical boobytraps around her grandfather's house, and now it's time to go fulfill her destiny and stop the rival Elder Gods from moving in. All of Alex's meters are very generous, which is good because you will need all the help you can get by the time you face Pious after slogging through all manner of traps and bogeys. Your weapon is an enchanted Gladius which you acquire early on in the game. It's not spectacular, but it gets the job done.

OVERALL
 
1. Pros:
Very good plot
No restrictions on the number of items you can carry (Take THAT, Resident Evil!)
Believable characters
Nice fluid movements
Flowing dialog
Extended gameplay
Good interactivity
Challenging puzzles
 
2. Cons:
Confusing
Having to play the game three times to get the real ending
Hard to tell if you're really having game troubles or if its just E.D. messing with you.
Very time-consuming
Needs 15 blocks for six save slots on your memory card.
A glitch in Chapter Six -- after the statue in front of Mantorok opens a door in the back of the room, if you leave the room and then return, the door will be closed with no way to open it and you will have to start over from your last save point. Danged programmers.
 
Final Note: This is a fun game that will, if nothing else, help Nintendo shed their "kiddie" image and be used as a stepping stone for bigger and better things. The only thing that could make me love this game more is if it someday gets its own feature-length movie (seeing as how a movie company bought the rights to it not too long ago, this may not be long-in-coming).
 
"My Dear Tourist,
 I will always be at your side.
There are times when insanity takes hold, and nothing seems right.
During those times I will help you.
Fear not, for I will keep the darkness away..."

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