Eternal Darkness: Sanity's Requiem

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Eternal Darkness: Sanity's Requiem
Studio Silicon Knights
Publisher Nintendo
Erstveröffent-
lichung
North AmericaNorth AmericaJune 23, 2002 November 1, 2002 November 7, 2002 October 25, 2002
EuropeEurope
AustraliaAustralia
JapanJapan
platform Nintendo GameCube
genre Survival horror
Game mode Single player
control Nintendo GameCube controller
medium MiniDVD
language English (voice output), German (subtitles and menu)
Age rating
USK approved from 16

Eternal Darkness: Sanity's Requiem is an exclusive to the game console GameCube , released horror-adventure developed by Silicon Knights published and endorsed by Nintendo. The player controls twelve characters from different epochs who are involved in the awakening of an evil deity.

action

In 2000 AD, the young Alexandra Roivas, usually called Alex in the game, receives news of the murder of her grandfather Edward Roivas. She immediately goes to his mansion on Rhode Island , where she was often as a child. There she discovers a secret room in which she finds the Tome of Eternal Darkness. The book, bound in human skin and bones, tells the stories of different characters from different epochs and their fight against an old, evil deity. The individual chapters and game episodes are linked by the framework story about Alex. As she reads the book, she learns everything about the history of these deities, the so-called "ancients", who are closely linked to the fate of their ancestors and ultimately also to their own. Each of the characters to be played - with the exception of Pius Augustus - also receives the Tome of Eternal Darkness in the course of the game and in turn reads the chapters of the previous characters.

  • Chapter 1: The Chosen One (26 B.C.)

The Centurion Pius Augustus is a respected warrior of the Roman Empire. During a campaign in ancient Persia , the call of the "ancients" reached him, which he followed to the ruins of an ancient, subterranean temple system called the Forbidden City. There he finds three essences that are assigned to the deities Chattur'gha, Ulyaoth and Xel'lotath. By touching one of the essences, Pius selects the old person concerned as his master, who transforms him into a lich and endows him with great knowledge and great power. Over the course of 2000 years he will do everything necessary to bring “his” God back into this world.

  • Chapter 2: the submission of the god of the dead (1150 AD)

Ellia is a young Khmer dancer in the service of Suryavarman II. In search of adventure, she explores a temple near Angkor Thom in Cambodia, where she meets the god Mantorok. Pius is already there too. He holds the god imprisoned in the depths of the temple and is looking for its essence. In order to save them from Pius, a servant of Mantorok locks the essence in Ellias chest. But because she cannot or does not want to tell Pius where the black heart is afterwards, he kills her and leaves her with Mantorok.

  • Chapter 3: Suspected of Conspiracy (814 AD)

The Franconian Anthony receives a scroll from a shady stranger , which he is supposed to present to Charlemagne in the later Oublié Cathedral in Amiens, which at the time was still a monastery . When he reads the message himself out of curiosity, he is hit by a magical curse that gradually turns him into an undead . Anthony wants to warn his king, but he has already been killed by the creatures of the chosen old man, and he remains in the monastery as a cursed undead.

  • Chapter 4: The Gift of Eternity (A.D. 565)

Swordsman Karim from Persia wants to find treasure in the desert in order to win the love of the beautiful Chandra. Like Pius before him, Karim arrives in the ruins of the Forbidden City, where he finds one of the divine essences. At this moment the ghost of Chandra appears, who during his absence had an affair with a married man and was killed by his vengeful wife. She persuades Karim to sacrifice himself and remain in the ruins as a ghost to protect the essence from intruders until the chosen one arrives.

  • Chapter 5: The Lurking Horror (1760 AD)

Dr. Maximillian Roivas, a widowed doctor and ancestor of Alex and Edward Roivas, lives in the Rhode Island mansion that he inherited from his father. Even then, strange things were going on in the property that Maximilian wanted to fathom. In the basement he finds a secret passage that leads to the ancient city of Ehn'gha. Knowing that he cannot do anything against the darkness on his own, he withdraws for the time being to warn people of the approaching threat. However, when he murders four of his servants because he believes they are possessed by the creatures of the chosen old man, he is locked in an insane asylum, where he eventually dies.

  • Chapter 6: One Step in the Dark (1983 A.D.)

Dr. Edwin Lindsey is an archaeologist who plans to explore the ruins of Angkor Thom . He receives support for his project from a patron named Paul Augustine, who, however, turns out to be Pius and who has only used Lindsey to get back to Mantorok's temple. Lindsey is able to escape Pius' guardian and, like Ellia once, penetrates further and further into the temple to the "grave" of Mantorok. There he also finds the dead Ellia, whose spirit gives him the essence of Mantorok. He later passes it on to Edward Roivas.

  • Chapter 7: Heresy! (1485 AD)

The Franciscan Paul Luther visits the cathedral in Amiens to see an ancient relic - the hand of Judas - which is said to be there. When he discovers the corpse of a confrere, the Inquisition , under the guidance of Pius Augustus, immediately appoints him as the main suspect. Although he can escape captivity with the help of a confrere, he wants to stay in the cathedral to uncover its dark secrets. He meets Anthony in the "Old Tower" and can deliver him from his undead existence. As it turns out, Pius keeps one of the essences in a secret room deep under the cathedral, for the protection of which he has conjured up a guardian of his god. It is this guardian who kills Paul Luther in the end.

  • Chapter 8: The Forbidden City (AD 1460)

In Persia, Pius has the ruins of the Forbidden City rebuilt and a “tower of flesh” built to prepare for the arrival of his god. He instructs the Venetian architect Roberto Bianchi - against his will - to examine the ruins and determine where from an architectural point of view there is a need for action. On the way, Roberto not only meets numerous demons, but also the ghost of Karim. This recognizes him as the chosen one and leaves the essence to him. Roberto is able to escape from the temple, but after Pius has received all the necessary information, he and other victims are thrown into a pit - as the foundation for the tower.

  • Chapter 9: One War to End All Wars (A.D. 1916)

During the First World War , the journalist Peter Jacob found accommodation in the Amiens Cathedral, which is currently used as a makeshift hospital. Peter discovers that scary things are going on in the cathedral and that patients are disappearing without a trace. He investigates the matter and meets the guard in the secret basement, whom he can finally defeat. He takes the essence and, many years later, as an old man, gives it to Edward Roivas.

  • Chapter 10: The Legacy of Darkness (1952 A.D.)

Alexandra's grandfather Dr. Edward Roivas, active in clinical psychology , lives in the same villa that once belonged to Maximillian Roivas. This appears to Edward as a ghost and guides his descendants to complete his work. Edward then goes to the city of Ehn'gha, whose inhabitants were apparently wiped out long ago by the creatures of the ancients. The city is towered over by nine huge towers, which function as a gigantic circle of power and bundle the magical energy of the city. With the right spell, Edward can use the energy to wipe out the monsters that teem with the city. With this, Edward cannot thwart Pius' plans, but can deal him a severe blow. In revenge, Pius therefore sends a creature to kill Edward. But it wasn't until 48 years later, in 2000, that she caught him in a careless moment.

  • Chapter 11: Ashes to Ashes (1991 A.D.)

Canadian firefighter Michael Edwards arrives in the ruins of the Forbidden City during a large-scale operation and receives the essence from Roberto. With the help of magically enhanced C4 explosives , he can wipe out the city and the creatures that live in it. Back in the States, he gives the essence to Edward Roivas and disappears.

  • Finale: Darkness Comes (2000 AD)

After Alex has read all the chapters and fates, her way leads from the villa down to Ehn'gha. With the help of the city's huge circle of power and the three essences, she conjures up the old man who is superior to Pius' deity. At the same time as the fight between Alex and Pius, the two old men appear in space and compete against each other. Alex receives support from all those who lost their lives fighting the old: Ellia, Anthony, Karim, Maximillian, Paul Luther, Roberto and Edward. In the end, Alex can defeat Pius and destroy the essence of his god, while at the same time her summoned god defeats that of Pius. In doing so, she is overcome by the terrible realization that “her” God holds the same fate in store for the world as the conquered. With the help of her grandfather and the power circle, however, she succeeds in banishing the old man who remained. If the game has been played through in all variations, the player receives an extended ending in which Alex realizes that the fight against the ancients took place simultaneously in three different timelines and that they were all defeated. Only Mantorok is left, waiting for his time to come.

Characters

Playable characters & synchronization

The voice output of the game is English, in Germany with German subtitles.

role age Voice actor description Specialty
Alexandra Roivas 2000 Jennifer Hale Young woman from Rhode Island main character
Pius Augustus 26-2000 Richard Doyle Roman centurion First playable character, later antagonist and final boss
Ellia 1150 Kim Mai Guest A Khmer under the rule of Suryavarman II. The only character who does not find out how they came into possession of the Tome of Eternal Darkness
Anthony 814 Cam Clarke Young Franconian in the service of Charlemagne Cannot "die" as a playable character: If he loses his life energy, he is brought back to life by his curse.
Karim 565 Rino Romano Swordsmen from Persia
Dr. Maximillian Roivas 1760 William Hootkins Widowed doctor, ancestor of Alexandra Roivas Can perform autopsies on slain creatures, which can be found later in the Tome. Forgotten autopsies cannot be made up within the same score
Dr. Edwin Lindsey 1983 Neil Ross Archaeologist on an expedition Belongs to the few surviving characters
Paul Luther 1485 Paul Eiding Franciscans on pilgrimage
Roberto Bianchi 1460 Philip Proctor Venetian architect
Peter Jacob 1916 Michael Bell Journalist in the First World War Belongs to the few surviving characters
Dr. Edward Roivas 1952 Neil Dickson Psychiatrist, Alexandra's grandfather
Michael Edwards 1991 Greg Eagles Canadian firefighter According to the developers, a scene was planned after the end of Michael's chapter, in which you can see how he hangs himself to escape the old man's revenge. In the end, the scene seemed too cruel to them and is therefore missing in the finished version. Michael's fate therefore remains unclear.

The old

The entire course of the game is influenced by four deities, each of which is associated with a specific attribute. The so-called ancients are strongly based on the deities from the works of HP Lovecraft .

  • Chattur'gha stands for the physique, physical strength and material existence in itself. Xel'lotath's madness cannot harm him, but he must surrender to Ulyaoth's superior mind. Its shape is reminiscent of a huge scorpion with two claws and a long tail. Chattur'gha's essence is a red worm with two claws.
  • Ulyaoth is characterized by his reason and his well-considered action, he masters the dimensions and everything spatial. His focus on the power of the mind makes him vulnerable to the spells of Xel'lotath. In appearance it resembles a giant jellyfish . Ulyaoth's essence is a blue hood (in the original: veil = veil).
  • Xel'lotath is the only "female" deity and embodies the psyche and madness. It has a long, eel-shaped body, four arms and a huge eye in the center of its body. Xel'lotath's essence is an impossible figure in green color, reminiscent of a fallen angel.
  • Mantorok stands outside of this series and the rock-paper-scissors principle. He is considered the keeper of the ancients, the god of the dead and the master of chaos. We learn from Pius that it was he who once captured and banished the three old men. He is the only God who consciously acts in all three timelines (or game variations). He is also the only one who, despite his presence on earth, lives reasonably in harmony with the people who serve him. Since he was chained by Pius to his own temple, he must find another way to stop the other ancients. He plays them off against each other and uses people like Alex to implement his plans. It is also he who created the Tome of Eternal Darkness to help those who fight on "his" side. Since Mantorok has been weakened by Pius' magic, he cannot summon his own minions, his only remaining creatures are weak zombies. However, its magic is superior to that of the others. If the player finds the rune of Mantorok, he can cast the spells in a fourth direction, which is effective against all others and often has an additional effect. Mantorok's essence is a black heart.

Enemy creatures

Except for the worms and the zombies, all creatures exist in three different versions - Chattur'gha (red), Ulyaoth (blue) and Xel'lotath (green) - some of which have different skills and weak points. Zombies are also available in a Mantorok variant (black-brown), the worms do not belong to any specific deity.

  • Trappers are small, insect-like creatures the size of a small dog. You are blind but have good hearing. If they notice the character, teleport him to the trapper dimension, where the player can regenerate one of his energy bars, but cannot use magic. Trappers can be destroyed with the help of long-range weapons or a magical attack. In addition, the character can sneak past them unnoticed.
  • Zombies are the most common opponents in the game. Mantorok zombies are the weakest of their kind and consist only of dry tendons and skin. Chattur'gha zombies are characterized by their particular strength and robustness, their limbs constantly grow back until they are finally destroyed. Xel'lotath zombies appear as mummies, whose limbs, after being chopped off , remain as glowing phantoms. They are the only creatures that can steal the player's mental energy even after their head has been cut off. Ulyaoth zombies are characterized by the fact that they sing strange chants shortly before they "die" and finally explode. If the player is caught by the pressure wave, he loses mainly magical energy.
  • Fledderers prefer to nest in other creatures or non-player characters as which they then attack the player. If the attacker is defeated, the bat breaks out of him and causes a great loss of mental energy. The weak point of the creatures is their neck, long-range weapons they can sometimes avoid.
  • In addition to physical attacks, horror also dominates magical attacks that have different effects. The magical attack of the Xel'lotath horror, for example, "mirrors" the controls for a brief moment, so that the player walks in the wrong direction. The weak point of the Chattur'gha horror is its neck, the Xel'lotath horror it is the eyes, and the Ulyaoth horror its three heads.
  • Gatekeepers are winged creatures that can summon other opponents and immobilize the player for a short time. They are difficult to wound, but once they spread their wings they can be attacked in the head. If the character is protected by a shield while under attack, the entire shield is lost, regardless of its strength.
  • The vampire only appears in Edward Roivas' chapter The Legacy of Darkness . It sucks out non-player characters, turning them into the undead that attack the player. If he is hit, he regenerates himself with the help of a magic stone in the basement of the villa. Only when this stone has been destroyed can the vampire be defeated.
  • Worms appear very rarely in the game, their function and meaning remain unclear, as they cannot be specifically assigned to any of the ancients. However, their appearance is reminiscent of Mantorok's gripping arms when he got rid of two servants from Pius. Worms do not attack the player, instead they steadily take away mental energy.
  • Guardians appear exclusively in Ehn'gha, where they prepare the gate for the chosen old man. The spider-shaped Chattur'gha guard has strong armor and several pincers. The Xel'lotath Guardian consists of two fused hulls with six arm-like limbs, while the Ulyaoth Guardian is vaguely reminiscent of a giant shrimp. You fight exclusively with magic, create magical areas and can summon other creatures.
  • One Great Guardian each forms the intermediate opponent in Chapter 9: One War to End All Wars . Summoned by Pius, the guardian is supposed to protect the essence hidden in the cathedral. All guards appear as a kind of "miniature version" of their respective old man. The Great Xel'lotath Guardian only attacks the player with magic, the other two also use physical attacks. All three can also summon zombies. They are only vulnerable to magical attacks while they are regenerating themselves.

Game dynamics

In the game there are not only displays for health, ammunition, magic etc., as usual, but also for mental health (intellect). In English this display is referred to as the "Insanity Meter". The three states can be filled or refreshed using magic or special stone slabs in specially designed passages. The ads are color-coded accordingly:

  • Blue for magic
  • Red for health
  • Green for mental health

The entire game is based on a rock-paper-scissors principle . In terms of color, the above parameters correspond not only to one state, but also to one of three deities. Depending on how you design a spell (see below), you defeat an opponent or succumb to him. Creatures from different gods that attack each other are also subject to the rock-paper-scissors principle. The following applies: blue is effective against red, red against green, green against blue.

weapons

The characters carry or receive different weapons while playing, which mainly correspond to their respective epoch and their place of origin. Exceptions are "collectibles" like the gladius in the secret room of the mansion and all the weapons that were used by a character in an early era and then remain in the temple, church or mansion to be found by later characters.

Melee weapons

  • Gladius (Pius, Alex): Roman short sword, developed from the 3rd century BC. Chr.
  • Short sword (Ellia)
  • Scramasax (Anthony): Single-edged cutting sword, widespread in Central Europe until the High Middle Ages
  • Double-edged sword (Anthony, Paul Luther, Peter Jacob)
  • Talwar (Karim): Indian saber
  • Ram-Dao (Karim): sacrificial sword from Nepal and India
  • Saber (Maximilian, Edward)
  • Kukri (Edwin Lindsey): Heavy curved knife from Nepal
  • Mace (Paul Luther): Further development of the club with a striking head made of stone or metal, used between the 11th and 17th centuries
  • Saif (Roberto): Arabic saber
  • Fire ax (Michael Edwards)

Ranged weapons

Spells

The central element of the gameplay are spells that are formed by runes. Such runes can be found throughout the game and can be combined in various ways. Depending on how a combination turns out, a different spell results.

The magic spells consist of three different components: an alignment, an active and a passive rune. The effects of the spells can be enhanced with the help of the additional rune Pargon. In the course of the game you will find three so-called power circles that offer space for three, five or seven runes depending on their strength. According to the rock-paper-scissors principle, the sayings of one orientation are effective against a certain other. The exception is the Mantorok rune, which is often effective against all others.

  • Alignments: Chattur'gha (red, physical energy), Ulyaoth (blue, magical energy), Xel'lotath (green, spiritual energy), Mantorok (black-purple)
  • Active runes: Bankorok (protection), Beast (calling), Narokath (absorbing), Nethlek (lifting), Antorbok (projecting)
  • Passive runes: Magormor (Item), Redgormor (Area), Aretak (Creature), Santak (Self)
  • Complementary Rune: Pargon (Strength)
Saying Runes effect Special effect (alignment: Mantorok)
Magical item Antorbok + Magormor Enchants weapons / repairs broken items Enchanted weapon is poisoned and steadily drains energy from the enemies it hits
recreation Narokath + Santak Regenerates the corresponding energy level (depending on the orientation) Several energy levels are regenerated at the same time
Detect Narokath + Redgormor Reveals hidden doors or items Player becomes invisible
insulation Bankorok + Redgormor Create a magical protective area
Repeal Nethlek + Redgormor Cancels the effect of insulation
Trapper Animal + aretak Call a trapper Say not possible
sign Bankorok + Santak Protects the player from the loss of energy (depending on the orientation)
zombie Tier + Aretak + 2x Pargon Summons a zombie Say not possible
Magical attack Antorbok + Redgormor Enemies are hit by a magical beam of energy Attacked opponents are poisoned
Horror Tier + Aretak + 4x Pargon Calls a horror Say not possible
Magical sum Animal + redgormor Gradually replenishes the corresponding energy level (depending on the orientation) Gradually fills up all energy levels
Fetter Bankorok + Aretak Binds an opponent to the player and lets him attack other opponents

The special thing about the magic system is that the player can not only discover spells as soon as they are needed in the game, but can experiment in advance. For example, the formula for the magic sum can only be found in Chapter 10. However, the saying can be used from Chapter 6.

Sanity system

Eternal Darkness: Sanity's Requiem is the first video game to make the sanity of its characters a central part of gameplay. Nintendo holds a patent on the Sanity system. The lower a character's mental energy bar goes, the more hallucinations occur. These can differ depending on the character or level. It is essential, however, that these hallucinations, the so-called "sanity effects", have no influence on the course of the game, as they only take place in the character's head.

  • General sanity effects

Some hallucinations can occur in several or even in all characters, for example the one that the camera angle starts to hang crooked. This effect occurs automatically as soon as the character loses mental energy. Other possible hallucinations are: bleeding walls, a hammering on the door, an empty room full of ammunition, a room is upside down, a previously empty room is suddenly full of monsters, the monsters in a room are getting smaller and smaller, the character himself is getting smaller smaller, the character sinks into the ground, the character gradually loses his limbs as he walks around - starting with the head - or the character dies trying to cast a spell. With complete loss of sanity, the character hears disturbing background noises as well as the whimpers of women and children, screams, hysterical laughter and the like.

  • Site-specific hallucinations

Some effects can only be achieved in a certain place. In the church the character sometimes hears bells ringing or he “travels through time” so that Peter Jacob suddenly walks through the nave from Paul Luther's chapter and vice versa. In the villa, the books float back and forth in the library, or the picture on the first floor of the villa is transformed from a blooming landscape into a disturbing painting.

  • Figure-specific hallucinations

As with the locations, there are also effects that are tied to specific characters. When Maximilian Roivas enters a room, he sometimes finds himself in the cell of the insane asylum to which he is only admitted after the end of his chapter. Alex experiences several effects of his own, for example she hears the phone ring or sees a hanged man dangling over the grand piano.

  • "Fourth Wall" effects

Some effects even break through the familiar fourth wall . These include: The volume indicator appears on the screen, the volume goes down, the sound goes out and a "Mute" indicator appears, the screen goes black, insects run across the screen, a message appears stating that the Gamecube controller is not properly plugged in while the room is full of enemies.

  • Forced hallucinations

A few hallucinations have been specifically built into the game and appear independent of mental health. Mostly this happens in the form of cutscenes in which the active character sees Alex reading the Tome of Eternal Darkness. As soon as Alex examines the bathtub for the first time at the villa, she sees herself lying dead in the bathtub. However, this effect is unique and cannot be repeated. Maximillian Roivas' hallucination, in which he receives an important rune, is the only one that actually affects the game.

Special

  • Eternal Darkness is one of the few Gamecube titles that can also be played in 16: 9 format.
  • The story is told in both pre-rendered and in-game scenes and has some cinematic dialogues.
  • All locations in the game exist in reality, the buildings are partly based on existing ones: The Forbidden City is in today's Iran , the Roivas estate on Rhode Island . Mantorok's temple is reminiscent of the Angkor Wat temple in Cambodia, which faces west, the direction of the death god Yama . Mantorok is also considered the god of the dead in the game. The Oublié Cathedral is based on the Amiens Cathedral .
  • The plot is based heavily on the stories of HP Lovecraft . The location of Ehn'gha and the Roivas Estate pays homage to the Rhode Island-born writer.
  • The quote on the title screen ("Deep into that darkness peering, long I stood there wondering, fearing, doubting ...") is an excerpt from Edgar Allen Poe's well-known poem The raven .
  • On the soundtrack for Eternal Darkness, the Ashes to Ashes chapter has its own title. However, this does not appear in the game, the chapter is underlaid with the same track as The Chosen One and The Forbidden City .
  • In contrast to many other adventure games, the characters in Eternal Darkness get out of breath after a long run and have to breathe for a while before they can continue running. The running speed is adapted to the constitution of the respective character. With low physical energy, the characters also slow down noticeably.
  • Before Pius decides on an essence, magical portals appear in a neutral, whitish-yellow alignment - this is also the case with the magic that transports Pius to the Forbidden City at the beginning. In the sequel, which never appeared, this magic was to be assigned to a fifth god, who consequently only started the struggle of the ancients in Part 1.
  • In a cutscene before Chapter 8: The Forbidden City , a grail knight can be seen who can recognize Pius in his true form. This knight was planned as a playable character in an original version of the game.
  • In the simple ending, Alex ends with the sentence: “To think, that once I could not see beyond the veil of reality, to see those who dwell behind. I was once a fool. ”(“ To imagine that I once could not look behind the veil of our reality, those who live there did not see. Once I was a fool. ”). This is the same quote with which Pius Augustus introduces the player to the first chapter.
  • If the game has been played once in each orientation, the player receives several extras: After the final final battle, an extended ending appears, the cutscenes can be viewed in all orientations in the game menu, and the player can replay the chapters individually, including an invincibility Mode.
  • The runes that light up on the edge of the Tome pages - i.e. the game menu - correspond to the respective content: The Magormor rune (item) appears next to the inventory, the Redgormor rune (area) next to the map, next to the cutscenes and self-made autopsies the santak rune (self). The runes of the three ancients appear on the side with the magical sayings, the Mantorok runes on the side with the higher-level options such as load / save.

reception

The reviews of Eternal Darkness: Sanity's Requiem were consistently positive. In addition to the innovation in relation to the sanity system and the convincing gameplay, the coherent atmosphere, the successful soundtrack and the film-ready plot were praised. The low level of difficulty of the puzzles and the relatively poor rendering for Gamecube standards were criticized .

Jörg Luibl from the video game magazine 4Players wrote on November 4, 2002:

“Eternal Darkness enriches the now overcrowded genre [survival horror] with a fresh, innovative and brilliantly staged gaming experience. [...] The gently increasing level of difficulty, the successful mix of combat and puzzles as well as one of the best magic systems that I have ever encountered apart from role-playing games keep the fun at a constant high level. "

- Jörg Luibl : 4players

The video game website GameSpot gave Eternal Darkness 9.4 out of 10:

“Nintendo's first M-rated game for the GameCube is finally here, and the lengthy development cycle has resulted in an uncanny attention to detail that few games possess. Slick, polished, creepy, and alluring, Eternal Darkness raises the bar for what action adventure games should be and stands as the first example of a game that plays the player. "

- Shane Satterfield : GameSpot

The review portal IGN Entertainment awarded 9.6 out of 10 points.

Sequels

Eternal Darkness 2 (demolition)

In July 2006, Denis Dyack, designer of Eternal Darkness , confirmed the work on a successor with an “ absolutely yes ”. At a Microsoft press conference in spring 2008, Dyack affirmed that one could count on a successor, also as a multi-platform game: “ 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. ”In November 2011, the developers of Silicon Knights announced that they wanted to focus on desired brands such as Eternal Darkness . After Nintendo secured the rights for Eternal Darkness again, there was speculation about an Eternal Darkness 2 for Wii U. Due to legal problems with Epic Games, Silicon Knights stopped developing Eternal Darkness 2 . Nintendo, however, confirmed that it is still interested in the franchise.

Shadow of the Eternals (2014)

The developers of Precursor Games announced on May 3, 2013 that they would finance the Eternal Darkness successor Shadow of the Eternals via crowdfunding and develop it for Wii U and PC. This would require $ 1.5 million; after 36 days, $ 1.35 million was received. As with the predecessor, Denis Dyack is responsible for the development, on May 10th a ten-minute gameplay video was shown after the trailer. The story is supposed to begin with a mass murder that a detective named Paul Becker is supposed to solve. The time span is said to be 2500 years and the events take place in the USA, Egypt, England, Hungary and France. The cathedral, which Anthony, Luther and Peter visited in the first part, could be recognized in the gameplay video. Shadow of the Eternals should again include twelve chapters, each of which takes a playing time between two and four hours.

Web links

Individual evidence

  1. Eternal Darkness: Sanity's Requiem. IGN, June 21, 2002, accessed February 6, 2011.
  2. GiantBomb.com: Eternal Darkness: Sanity's Requiem. Retrieved March 28, 2017 .
  3. nintendolife.com : Review of Eternal Darkness from October 1, 2010 (English, accessed April 29, 2012)
  4. Eternal Darkness: Sanity's Requiem Official Soundtrack: Ashes to Ashes. In: Youtube. Retrieved November 18, 2013 .
  5. Test: Eternal Darkness: Sanity's Requiem. In: 4players. Retrieved November 18, 2013 .
  6. Test: Eternal Darkness: Sanity's Requiem Review. In: gamespot. Retrieved November 18, 2013 .
  7. Eternal Darkness: Sanity's Requiem Review. In: IGN. June 21, 2002, accessed November 18, 2013 .