Eternal Darkness: Sanity's Requiem

Eternal Darkness: Sanity's Requiem

North American box art
Developer(s) Silicon Knights
Publisher(s) Nintendo
Director(s) Denis Dyack
Producer(s) Denis Dyack
Shigeru Miyamoto
Satoru Iwata
Kenji Miki
Writer(s) Denis Dyack[1]
Ken McCulloch[1]
Composer(s) Steve Henifin
Platform(s) Nintendo GameCube
Release date(s)
  • NA June 23, 2002
  • JP October 25, 2002
  • EU November 1, 2002
  • AUS November 7, 2002
Genre(s) Action-adventure, Psychological horror
Mode(s) Single-player
Rating(s)

Eternal Darkness: Sanity's Requiem is a psychological horror action-adventure video game released for the Nintendo GameCube. Developed by Canadian developer Silicon Knights and originally planned for the Nintendo 64, it was first released and published by Nintendo on June 24, 2002 in North America. It was the first video game published directly by Nintendo, rather than a third-party developer, to be rated M for mature by the Entertainment Software Rating Board.

The game's setting is centered around a mansion in Rhode Island, the home of the protagonist Alexandra Roivas' grandfather and the mysterious book known as 'The Tome of Eternal Darkness' that Alexandra finds there. It is presented in a third-person perspective in which the player must navigate a number of locations as 12 characters spanning different time periods. The game utilizes unique "sanity effects" to enhance the gameplay.

Though not a commercial success, Eternal Darkness was widely praised, even winning the Outstanding Achievement in Character or Story Development award at the 6th Annual Interactive Achievement Awards, presented by the Academy of Interactive Arts & Sciences.

Contents

Plot

Story

The plot of the game revolves around Alexandra Roivas ("Savior" spelled backwards), who is investigating the mysterious murder of her grandfather Edward Roivas. While exploring his Rhode Island mansion, she discovers a secret room containing, among other odd items, a tome bound with human skin and bone. When she reads this book, The Tome of Eternal Darkness, she experiences a scene in the life of Pious Augustus, a respected Roman centurion in 26 BC. Pious is led by mysterious voices to an underground temple, where he chooses one of three mysterious artifacts. The artifact transforms him into an undead warlock, the Liche, and makes him slave to one of three Ancients, powerful godlike beings whose "Essences" are incarnated as the artifacts. As the plot unfolds, it becomes clear that Pious is attempting to summon his Ancient into this reality, while the powerful fourth "Corpse God" Mantorok is bound on Earth already, apparently helpless to stop it. If this summoning came to pass, the Ancient would feast on the bodies and souls of all living beings, and cast the universe into the horror of eternal darkness.

As she searches for and finds chapters of the Tome scattered throughout the mansion, Alex finds herself reliving the experiences of several (player controlled) individuals who have crossed paths with Pious or other servants of the Ancients over the centuries, and as a result came into contact with the Tome itself. While many of these individuals meet a sinister fate, their cooperation ultimately gathers the Essences of the three remaining Ancients in the mansion. Alexandra's own ancestors discover the long-deserted City of Ehn'gha beneath the family mansion, and powerful magickal machinery inside. Alexandra powers up this mechanism with the Ancients' essences, and summons a rival Ancient to fight Pious'.

While the two Ancients fight, Alexandra engages in combat with Pious with the aid of the spirits of his victims, the souls played in previous chapters, ultimately destroying his Ancient's essence. It loses the fight above as Alexandra kills Pious. Then, realizing that the Roivases and their allies have just brought another powerful ancient into the world, Edward's spirit quickly uses the mechanism in Ehn'gha to send the other Ancient back where it came from. He expresses pride in his granddaughter before he disappears.

After completing the game under all three alignments, it is revealed that all three Ancients have been destroyed — "All at once, separate and simultaneous, for the universe is made of many timestreams, many possibilities, all in harmonious synchronicity." Because he was bound, and not powerful enough to stop Pious Augustus himself, Mantorok manipulated the Roivas family into completing the work for him. He orchestrates the deaths of all three Ancients, in separate timestreams, and then connects them all, resulting in the annihilation of all three alignments. In the end, only the corpse god Mantorok is still alive, "festering in its tomb...plotting".

Playable characters

The player controls the following characters in the years noted next to their names. The game does not introduce them in chronological order and they are listed in the order the player first takes control of them.

The Ancients

The Ancients are depicted as godlike beings that existed on Earth before humanity. The three Ancients that Pious may align with were expelled from this universe, and Pious works to bring about the return of his Ancient. The featured Ancients are:

A fifth alignment, colored yellow, was confirmed by Denis Dyack to be the alignment of another Ancient that was not included in the game.[2] In-game, yellow appears on unaligned runes and disintegrating enemies.

Setting

The action in Eternal Darkness is divided between four principal locations. The game skips back and forth through time when the player begins or ends each chapter. The locations include the Forbidden City in Persia, a Cambodian temple in Angkor Thom, the Oublié Cathedral in Amiens, France, and the Roivas family mansion with the Ruined City of Ehn'gha in Rhode Island, USA.

Gameplay

Initially, the player controls Alexandra as she investigates the mansion, which serves as a hub, in 2000 AD. Upon finding The Tome of Eternal Darkness, the player takes control of Pious Augustus in 26 BC. After Pious' chapter, the player resumes control of Alex as she finds additional chapter pages around the mansion. With each chapter, the player assumes control of a different character in the past, and ends with the perspective returning to Alex. Each chapter progresses the story and provides both the player and Alex the knowledge and abilities needed to progress. Alex does not actually engage in combat herself until late in the game.

Alignments and Magick

The player chooses which of the three essences Pious attempts to claim at the start of the game. This determines which of the three Ancients he is aligned with, and subsequently which enemies dominate. The alignments are identified by color, and have a rock, paper, scissors relationship, which is important in the player's consideration of his or her own magick use. Ulyaoth (blue) affects magick ability and has power over Chattur'gha. Chattur'gha (red) affects physical health and has power over Xel'lotath. Xel'lotath (green) affects sanity and has power over Ulyaoth. By completing an optional goal, the player may also gain the ability to align spells with Mantorok (purple), which has power over the other three alignments and affects multiple parameters at once. However, there are certain spells the player cannot cast with the Mantorok alignment.

Eternal Darkness offers magical powers for healing, solving puzzles, and experimenting in combat. For example, it is possible for player characters to summon monsters like those they are fighting. This is achieved by a system of runes for the components of the spell and 3-, 5-, or 7-point "Circles of Power" which allow the runes to be scribed. Though they are called "runes" by the game (probably due to the term's association with mystery and magic), these symbols do not form an alphabet, but rather a vocabulary. As such, they would be more accurately termed glyphs or especially sigilia. To cast a spell, an alignment rune (fueling the spell with the power of one of the four Ancients), a "verb" or effect rune (describing the action of the spell) and a "noun" or target rune must be used. For example, the spell for recovering health consists of the alignment rune for Chattur'gha, the rune for "absorb" (Narokath), and the rune for "self" (Santak). The same runes when aligned to Xel'lotath would restore sanity, rather than health. As more runes are discovered, more combinations are possible, although not all have an effect. With a larger Circle of Power, "power" (Pargon) runes may be added to spells to increase the intensity of the spell. Runes and Circles gathered during a chapter are stored in the Tome of Eternal Darkness and available in all subsequent chapters, as well as to Alex in 2000 AD.

Sanity effects

The game's standout concept, patented by Nintendo,[3] is the "sanity meter", a green bar on screen which is depleted under various conditions, generally when the character is seen by an enemy. It can be restored under various conditions, such as performing a "finishing move" on an enemy. As the bar becomes low, various effects occur, reflecting the character's slackening grip on reality. If the bar remains empty, further damage to sanity decreases the player character's health.

One effect which is consistently used is a skewed camera angle accompanied by whispers, cries, and unsettling noises. The lower the sanity meter, the more skewed the camera angle and the louder the sound effects. Fourth wall breaking effects include simulated errors and anomalies of the TV or GameCube; this does not affect gameplay unless the player misconstrues them as actual technical malfunctions.

There are many different sanity effects, the length they last depends on each effect. Not all effects will necessarily be encountered during a given run through the game. A few more commonplace examples include:

Some sanity effects are character-specific and reflect the individual's personal fears or experiences. When the sanity effect is finished, everything goes back to normal and the character often utters a panicked statement to the effect of, "This can't be happening!"

Development

Karim was not in the early builds of Eternal Darkness. Writers Denis Dyack and Ken McCulloch had originally placed Joseph De Molay, a Knight Templar, in the scenario, though later changed this in 2001.[1][4][5][6] The game was initially planned to be a launch title for the Nintendo GameCube, but had to be delayed as a consequence of the September 11 attacks. A quarter of the levels were reworked because of a major setting in the Arab world, which Silicon Knights felt the people were not ready for at that time.[7]

Audio

The music and sound effects of Eternal Darkness were composed by Steve Henifin. The soundtrack was made exclusively available through Nintendo Power magazine. The disc contains 14 tracks from the game, many of which are extended versions of those heard in the game.[8] The game also features voice-overs from actors such as Jennifer Hale, Neil Dickson, and Cam Clarke.

Eternal Darkness notably features many voice actors from the Metal Gear Solid series of games, notably the aforementioned Jennifer Hale & Cam Clarke, as well as Kim Mai Guest, Greg Eagles, Paul Eiding & David Hayter.

Reception

 Scores
Aggregate scores
Aggregator Score
GameRankings 90% (87 reviews)[9]
Metacritic 92 of 100 (41 reviews)[10]
Review scores
Publication Score
Electronic Gaming Monthly 8.2 of 10
Eurogamer 9 of 10[11]
Famitsu 32 of 40[12]
Game Informer 9.5 of 10[13]
GameSpot 9.4 of 10[14]
GameSpy 87 of 100
IGN 9.6 of 10[15]
X-Play 4 of 5

The aggregate review site, Metacritic, has calculated a metascore of 92 out of 100 for Eternal Darkness: Sanity's Requiem, which is interpreted as "universal acclaim".[10]

Adam Sessler from X-Play stated during an interview with Denis Dyack, president of Silicon Knights, at E3 2006, that Eternal Darkness was "Truly one of the most underrated games of the last generation." ScrewAttack rated the fake "Corrupt Data" screens the 9th "OMGWTF" moment in gaming, and rated the game itself the 10th best GameCube game.[16][17] In 2010, UGO ranked it as #24 on the list of games that need sequels.[18]

Sales

In Japan, the game has sold 17,748 copies as of December 31, 2006.[19]

Awards

In 2003, Eternal Darkness: Sanity's Requiem won the "Outstanding Achievement in Character or Story Development" award at the 6th Annual Interactive Achievement Awards. The game was nominated for "Console Game of the Year," "Innovation in Console Gaming," and "Outstanding Achievement in Art Direction."[20] At its Best and Worst of 2002, GameSpot awarded Eternal Darkness Best Sound, Best Story, and Best Graphics (Artistic) on GameCube.[21][22][23] The game was nominated for Best Music, Best Action Adventure Game, and Game of the Year on GameCube.[24][25][26] Additionally, the game won the honorary "Day of the Tentacle (Cthulhu) Award" at GameSpy's Game of the Year Awards in 2002.[27]

In January 2006, Nintendo Power ranked Eternal Darkness #101 on its Top 200 Games of All Time.[28] The game was named the 5th best GameCube game of all time by IGN.[29] In 2006, it was ranked the 96th best video game of all time for the website's Readers' Picks Top 100 Games.[30] Upon review, IGN gave Eternal Darkness one of its Editor's Choice Awards.[31] In 2008, IGN also chose it as one of the Horror Franchises that Should Rise from the Grave.[32] In the May issue of Game Informer, Eternal Darkness: Sanity's Requiem made #10 in the top ten list of most outrageous game experiences. Game Informer also ranked Eternal Darkness: Sanity's Requiem 4th on their list of Top 25 GameCube Games in the Christmas issue of Game Informer 2008. Both Game Informer and X-Play rated it as the 5th scariest game of all time.[33][34] X-Play also said it was the 7th best game for the GameCube.[35] In February 2009, Official Nintendo Magazine listed Eternal Darkness as the 48th best Nintendo game.[36]

Legacy

Sequel

Denis Dyack, designer of Eternal Darkness: Sanity's Requiem and Too Human, said "absolutely yes" in July 2006 regarding the question of a possible sequel in his Too Human IGN blog. He stated that Silicon Knights had intended for Eternal Darkness to be a stand-alone game, but the company has always intended to make more games set in the Eternal Darkness universe involving the Ancients.[37][38]

At Microsoft's Spring 2008 Showcase in San Francisco, Dyack confirmed to TVG that a return to the Eternal Darkness brand could be on the cards: "There is a chance; we love all the games we work on. We don't want to be pigeon-holed [into a genre], we want to be known for strong content...There's a strong chance we'll return to it, but there's no announcements yet."[39]

In November 2011, Silicon Knights Knights' claimed they wanted to focus on one of their most requested titles for the next generation of consoles. This combined with the fact Nintendo had trademarked the title once again, spawned rumours that another Eternal Darkness game would be made as a launch title for the Wii U.[40]

Eternal Darkness films

In 2002, Nintendo and Hypnotic, a film entertainment company, established a filmmaking contest in which contestants submitted ideas that would be later funded into short films if selected.[41] Hypnotic also purchased the rights to produce a film or TV series based on the IP.[42] The contest looked for ideas that evoke the same kind of psychological horror that the game intends to evoke, but the films were not directly based on the Eternal Darkness characters or storyline.

The contest drew over 500 submissions.[43] Ten finalists were selected and were granted $2,000 each to produce their respective short films. The grand prize for the contest was $20,000, and was selected by a panel of industry experts. The finalists were unveiled between May 23 and July 4, 2002.[44] A second prize, the viewer's choice award, was awarded on the basis of its popularity among the online audience.

The grand prize winner of the contest was Patrick Daughters, for the film Unloved. The viewer's choice award went to the film Cutting Room Floor, by Tyler Spangler and Michael Cioni.[44]

Other videos featured on the official website included:

See also

References

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  2. ^ Shannon Drake. "The Escapist: There's a Lot More to Tell". The Escapist. http://www.escapistmagazine.com/articles/view/issues/issue_60/356-There-s-a-Lot-More-to-Tell.3. 
  3. ^ "United States Patent #6,935,954, "Sanity system for video game"". http://patft.uspto.gov/netacgi/nph-Parser?patentnumber=6935954. 
  4. ^ "Gripping Eternal Darkness". IGN. http://cube.ign.com/articles/095/095527p1.html. 
  5. ^ "Eternal Darkness: The Little Details". IGN. http://cube.ign.com/articles/100/100424p1.html. 
  6. ^ "IGN: Eternal Darkness N64 Preview". http://uk.ign64.ign.com/articles/131/131542p1.html. 
  7. ^ Bettenhausen, Shane (May 2006). "God Complex". Electronic Gaming Monthly (Ziff Davis Media Inc.) (203): 77. 
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  9. ^ "Eternal Darkness: Sanity's Requiem Reviews". GameRankings.com. http://www.gamerankings.com/htmlpages2/913957.asp. Retrieved 2008-12-27. 
  10. ^ a b "Eternal Darkness: Sanity's Requiem (cube: 2002): Reviews". Metacritic.com. http://www.metacritic.com/games/platforms/cube/eternaldarkness. Retrieved 2008-12-27. 
  11. ^ Tom Bramwell (2002-11-01). "Eternal Darkness: Sanity's Requiem Review". Eurogamer. http://www.eurogamer.net/articles/r_eternaldarkness_gc. Retrieved 2009-06-14. 
  12. ^ Kontul, Christian (October 16, 2002). "News - Newest Famitsu scores!". GamesAreFun.com. http://www.gamesarefun.com/news.php?newsid=2816. Retrieved 2008-12-27. 
  13. ^ Chet Barber. "Eternal Darkness: Sanity's Requiem". Game Informer. Archived from the original on May 9, 2005. http://web.archive.org/web/20050509011955/http://www.gameinformer.com/Games/Review/200208/R03.0801.1648.36782.htm. Retrieved 2009-06-14. 
  14. ^ Shane Satterfield (2002-06-25). "Eternal Darkness: Sanity's Requiem Review". GameSpot. http://www.gamespot.com/gamecube/adventure/eternaldarknesssr/review.html. Retrieved 2009-06-14. 
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  16. ^ "ScrewAttack Video Game, Top 10 OMGWTF Moments". GameTrailers.com. http://www.gametrailers.com/video/top-10-screwattack/36111. 
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  18. ^ [ 25 Games That Need Sequels], UGO.com, November 23, 2010
  19. ^ "Nintendo GameCube Japanese Ranking". Japan-GameCharts.com. http://www.japan-gamecharts.com/gc.php. Retrieved 2008-12-21. 
  20. ^ "AIAS Annual Awards". Academy of Interactive Arts & Sciences. Archived from the original on 2009-12-09. http://www.webcitation.org/5ltfcePZF. Retrieved 2008-12-21. 
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  23. ^ GameSpot staff. "Best Graphics (Artistic) on GameCube". GameSpot.com. http://www.gamespot.com/gamespot/features/all/bestof2002/gc5.html. Retrieved 2008-12-21. 
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  32. ^ IGN staff (October 28, 2008). "Horror Franchises That Should Rise From The Grave". IGN.com. http://ps3.ign.com/articles/924/924735p3.html. Retrieved 2008-12-21. 
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  44. ^ a b Billy Berghammer. "Eternal Darkness Films Contest Winner Announced". Nintendo World Report. http://www.nintendoworldreport.com/news/7550. 

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