47. Eternal
Darkness: Sanity’s Requiem
Developer: Silicon Knights
Publisher: Nintendo
Year: 2002
Format: GameCube
So here we
have a survival horror heavily influenced by the works of H. P. Lovecraft, set
over a time-span of 2000-odd years and starring twelve playable
characters. And, brilliantly, it’s even better than that description makes
it sound.
The story revolves around one Alexandra
Roivas, who is called to her grandfather’s creepy old Rhode Island mansion in 2000 after
he is found decapitated there – and his head’s missing. Poking about, Alex eventually stumbles across
the Tome of Eternal Darkness – an
ancient spellbook covered in human skin.
As she reads, she learns the stories of others who have come across the
book, and you play their tales, stretching from Roman times to the 1990s and
switching between four key locations – the mansion, labyrinths underneath
Angkor Thom in Cambodia, Amiens Cathedral (albeit renamed) and an ancient city
beneath the sands of Iraq.
One of the key tenets of survival horror is
the idea that the player is nearly always outclassed by the enemies, and Darkness’ character-swapping mechanic
plays with that nicely. So you might be
an inexperienced but well-armed WW1 soldier in one section, but then you’ll
change to a portly architect who’s really not suited to battle. It’s a clever method, and the mystery about
who you’ll be learning about next (as well as where and when – the tales are
mainly chronological, but there’s a little mixing-up of the timeline to keep
you interested) means that the game stays fresh and exciting all the way to the
end.
The basic survival horror gameplay – simple
combat, chunks of puzzle-solving, a bit of inventory management – are all
present and correct, but it’s in the unique ideas that Darkness really gets interesting.
First off, the story’s about a spellbook, so you get to cast
spells. It’s a straightforward but
satisfying system that involves you combining different runes to get the spell
you want. For the most part, the spells
are taught to you, but there’s just enough flexibility for you to start to work
out incantations on your own, which makes you feel slightly cleverer than you
probably deserve. (I did, anyway.) But there’s three bars to watch on the
HUD. Red is health, blue is magic – and
green is sanity.
Appropriately, for a heavily
Lovecraft-influenced tale, madness plays a key part in the game. As characters witness impossible horrors –
and as Alex learns about them by proxy – the sanity meter starts to slip. And as your character goes mad, things start happening. The walls run with blood. Banging and screaming comes from
nowhere. A statue turns to watch
you. Then it gets really weird.
Insects start to swarm – on the inside of
the television screen. The camera tilts
unnervingly. The game’s volume turns up
and down all by itself. You enter a room
and get attacked by zombies – and the
game tells you your pad’s been disconnected. It all builds to a gloriously metatextual
head as the game turns on the player and pretends
to wipe your save game. Brilliant.
Eternal
Darkness is probably the scariest game I’ve ever played. It’s certainly one of the best.
MAGIC MOMENT: Aside from the
wiping-your-save-game bit, near the end you get access to the diaries of
Maximillian Roivas, Alex’s ancestor. He
went mad after his encounter with the Tome,
and provides little profiles of the creatures you encounter, with terrifyingly
unhinged narration over the top. Voice
actor William Hootkins earned his pay that day.
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