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10 of 10 people found the following review helpful:
5.0 out of 5 stars
scared of Resident Evil? You ain't seen nothing yet..., 17 Nov 2003
Imagine a house. It's the middle of the night, faint moonlight creeps through the windows, eerie shadows are on the floor and you're the only person there. Suddenly, you hear a noise from another room. You open the door slowly to find nothing. A loud knock follows from a new door, but again, you find nothing on the other side. Then the cry of an agonising man surrounds you followed by the maniacal laughing of the creature he had the misfortune to meet. You search frantically all around you, but you'll never find it because it's not really happening...If this is putting you off already (and I don't blame you if it is), I would advise you stay away from Eternal Darkness. Before I began this game I was perfectly fine with the dark, random noises or the odd nightmare about satanic demons trying to disembowel me. Now I fear to sleep most nights. I haven't even completed the game, yet I'm afraid to play in broad daylight with friends, let alone at night by myself. This game forces you to ponder over every move, not just with its devilish puzzles and frantic action but in the way you react to your environment. This will become clear once the games' horror aspects are explained. The story begins with Alex Roivas, a young and rather nice looking woman, who is rudely awoken by an inspector from the Rhode Island police, reporting that her grandfather has been murdered. Two weeks later and frustrated by the incompetence of police failing to discover precisely what happened, Alex decides to venture into her grandfathers mansion herself to find answers. What she finds though is the Tome of Eternal Darkness, a strange book that is bound from human flesh and bone. And thus begins the game and her nightmares... The book is a starting point for the games levels and tells of a story that spans many years, containing events of heroes who have battled against the world's dark forces. Guiding Alex around the mansion prompts the discovery of chapter pages from the Tome, each with their own story. Upon reading it, you are transported into this chapter where you assume control of a new character, whether it is a Roman Centurion or a physicist from the 18th century. Natural preconceptions of this character shifting are obvious; "it's too rushed or random for players to get accustomed with their new hero". But surprisingly enough the characters are all interesting and the game mechanics remain similar throughout. Although the early chapters are linear and structured similarly to tutorials, nobody likes being thrown headfirst at the deep end, especially when the deep end consists of blood, zombies and giant...lets not spoil it. Any fan of third person adventures with horror twists has every right compare this with Resident Evil, but as you delve deeper you'll discover this game is no carbon copy. What sets this above Capcom's survival series are the unique features that often lack in modern computer games. Firstly, the cinematography techniques are well executed as the entire game has a very cinematic style. Cut scenes are animated beautifully, acting from the characters is superb and this helps the games' impressive script receive more credit. The cut scenes are an integral part of the story so there are many, but not to the point where they dominate the gameplay like in Metal Gear Solid 2: Sons of Liberty. The narrative and attention to detail has been carefully considered by Silicon Knights (the game's developers). Influences from classical writers such as Edgar Allen Poe and H.P. Lovecraft are present, and the detail to weapons and armour, game environments and background history is exceptional, as they further reinforce the detail and interest of the games dark influences. The use of 'Magick' is included, as each character collects different artefacts during each chapter. The Circles of Power determine the strength of a spell, so the more points in the circle the greater the power. Codices decipher Runes and Spell Scrolls are essentially recipes for spells. It's nice to see unique spells that enchant items or reveal invisible passages, and it helps that the Tome of Eternal Darkness stores them for you so future characters won't need to re-learn them like in some RPGs. But the icing on the cake is the Sanity system. Everytime you encounter an enemy, a portion of your Sanity meter is drained, depending on the wrath of the undead enemy. When a small percentage suffers, voices may come from nowhere and blood may ooze down walls or drip from the ceiling. About half way and only brave players will handle the screams of babies. The real mental challenge is when your meter is completely dry. I won't spoil it for you, but the effects are so subtle yet shocking, you'll be out of your mind with uncertainty and paranoia. Killing enemies recovers your Sanity, so being smart and running away is now the wrong thing to do. To get the most out of this innovation though, I dare you to purposely play while 100% insane, which you'll find even more rewarding if you own a Dolby Pro Logic II set-up. Satanism, black magic, the dark arts, mental hallucinations; it doesn't take a brain surgeon to realise this isn't a typical Nintendo game. It has been a very brave gamble to rid the company of its supposed kiddie only audience and has thankfully paid off. The originality of the Magick and Sanity systems make Eternal Darkness terrifying, ingenious and a GameCube exclusive. It lacks the immense detail of visual graphic horror from Resident Evil, but the psychological horror more than makes up, as it is genuinely scary. Don't expect to be playing this game once purchased...it will only end up playing you.
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