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Having been released within the first six months of the GameCube arriving on UK shores,
you maybe wondering why it is now that I have chosen to review
Eternal Darkness. Recent events have transpired which have led
to the parting of the Canadian development team Silicon Knights from
Nintendo’s field of second-party developers. And to that end, it’s
pretty much guaranteed that both Eternal Darkness and
Metal Gear Solid: The Twin Snakes will reappear time and time
again in the story of Nintendo, just as GoldenEye 007,
Perfect Dark and Banjo-Kazooie do every time the
Nintendo64 is mentioned… and the fate of Rare.
For those of you who haven’t played
the much underrated title, this was the first story-driven game
published by Nintendo for the GameCube back in September 2002,
ironically only two months before Rares' only GameCube release,
Starfox Adventures: Dinosaur Planet. The title has a film like
quality to it, beginning with an amazing introduction revealing a
rather messy murder, the murder of your Grandfather. You play as the
tall, blonde heroine Alex Roivas, often touted as being the next Ms.
Croft, but I honestly can’t see a sequel anywhere on the horizon.
The gameplay begins with you stuck in a room with a shotgun, being
surrounded by hundreds of skeletons. As you run out of ammo, and the
enemy closes in, you awake to realise it was but a dream.
The game plays
unlike anything before it. You can draw similarities to Resident
Evil, Metal Gear Solid, The Legend of Zelda and
many, many more famous titles, but it’s bringing all those fantastic
ideas together that makes this title so original. There’s puzzle
solving, magic, combat weapons and artillery - which is surprisingly
tight and well designed, a little worrying when looking at the
rather poorly constructed combat in more recent title such as
Enter The Matrix or True Crime: Streets of LA. As the
story progresses, you will travel through time, taking on the roles
of twelve different characters, each in their own time period. The
levels are all incredibly well constructed, and later levels will
see you returning to certain areas you have visited before, although
in a different time period, so they’re not quite the same…
Most of the
levels feature boss fights, all of which are stunning. The game
seamlessly moves from puzzle solving to three-dimensional combat
without even a blink. One of the most interesting features in
Eternal Darkness is that of the sanity meter. I’m sure by now
you’ve all heard of this quirky feature that seems to have been
inspired by the blood-draining technique in the Legacy of Kain
series. Throughout the game, you not only have health and magic
meters, but also a green sanity meter. Your sanity meter is
recharged by performing a “finishing move” on the enemies. When the
meter falls, things start getting a little weird. “No controller
plugged into socket 1” appears on the screen - but I’m still
controlling Alex? Walk into the next room… is it just me, or am I
shrinking? Isn’t that the ceiling I’m walking on? Many, many bizarre
occurrences are featured and you might often find yourself
letting your sanity meter fall just to see some of the quirky
effects! The game also features a few nice background details, such
as stone heads that follow you around the room, rats scurrying about
and eerie flying books in the library.
The title’s
graphics are, even against today’s titles, more than adequate, and
really show off some of the GameCube’s lighting effects. The
animation is fantastic and all the characters are lip-synced
in all the cut-scenes. The sound is amazing. With a 5.1
surround sound system, the game reaches new depths as spooky voices
echo from all around, and screams can be heard in the distance. The
game’s control is also a dependable feature, obviously having been
demonstrated by Nintendo exactly what control means.
Eternal
Darkness is one of those games that, unfortunately, seems to
have fallen by the way-side. The title is beautifully constructed
and although the first play may only take about 15 hours to
complete, with three slightly different storylines, and a new ending
upon completion of the third, the game certainly has replay value.
Being heavily story driven, the reason most people have attributed
to the recent split from Nintendo, the title obviously plays very
linear, but that’s not to say that there’s not a wealth of depth to
the title, more than enough to please even the most hardcore horror
fan.


 Kev J.
Reviews Score Table Interpretation. 22/06/04 Each of these articles has been
written either independently of Electronic Theatre or by an
external viewer. The opinions discussed in these articles in no way
reflects the opinions of Electronic Theatre. If you wish to enquire about pricing of any
titles for these formats not listed on this site, drop me a line at kjoyce@electronictheatre.co.uk |