{"id":1918,"date":"2009-11-22T07:48:33","date_gmt":"2009-11-22T07:48:33","guid":{"rendered":"http:\/\/danielprimed.com\/?p=1918"},"modified":"2009-11-22T07:48:33","modified_gmt":"2009-11-22T07:48:33","slug":"evaluating-eternal-darkness","status":"publish","type":"post","link":"https:\/\/danielprimed.com\/2009\/11\/evaluating-eternal-darkness\/","title":{"rendered":"Evaluating Eternal Darkness"},"content":{"rendered":"
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If we consider games to consist of two key parts: The mechanical and the contextual, then mechanically-speaking Eternal Darkness<\/em> isn’t a particularly interesting game. The foundation is simply the framework of a traditional, point and click adventure game, in 3D, and with a few combat elements layered on. The inherent nature of the genre (fetch questing and rubbing items against random pieces of the environment) relies on the solid construction of puzzles and contextual bits in between to make itself enjoyable. I mean, running around and randomly clicking on everything isn’t particularly fun now, is it? If we’re to evaluate Eternal Darkness<\/em> then it’s fundamental that we judge it on these two points, the contextual and the construction of puzzles and other mechanics.<\/p>\n \n \n The literary story of Eternal Darkness<\/em> is clearly the game’s greatest strength. It spooks me and not because of its psychological undertones. The narrative, a well integrated mix of cutscenes, text and in-game elements, doesn’t feel like anything from a video game. It’s a complicated tale dealing with complicated themes and it treats itself very seriously. Eternal Darkness<\/em>‘ narrative spooks me because it gives me a story which I care about and a cast of characters that I can sympathize with\u2014and as a fan of this power-fantasy-heavy medium I can’t help but be taken back by the maturity and adherence to quality.<\/p>\n \n The music and camera work are also standout qualities which drive the atmosphere immensely. The music feels weighty, knowing when to quiet down and let the ambiance take over. The camera is surprisingly dynamic, sliding around the environment, always looking for angles in which to frame the player in a vulnerable position. In this regard the camera itself is rather frightening as its prosecutes\u00a0the player’s subordination. <\/strong>The camera is probably the single biggest factor contributing to the superb and much touted sanity effects. As the player traverses the environment their intersections with the undead causes their sanity meter to decrease, resulting in a series of bizarre gameplay- and presentation-altering effects depicting the illusion of insanity.<\/p>\n <\/p>\n \n What makes the insanity effects so persuasive\u2014and not the back-of-the-box bullet point which the games press gushed over at the time\u2014is that they’re implemented so subtly that it’s difficult to distinguish between the intentional and unintentional. A daft camera angle, a door which won’t open or obtrusively loud background music could just as well be interpreted as a flaw of the game rather than a consequence of a low sanity meter. This masterstroke of genius is ultimately what makes the effects so powerful; it leaves you questioning every part of the game world. <\/strong>Due to the press’ fanatical raving over this mechanic, I think players who bought the game based on reviews were a little underwhelmed that insanity effects weren’t jumping out at them every 30 seconds or so, but it’s not really meant to be like that. As the players progresses through a chapter, they’ll quite naturally miss opportunities to replenish their sanity meter (such as failing ‘finish off’ a downed zombie before it vaporizes) and slowly as the player makes their way further into the environment, Eternal Darkness<\/em> will turn on the squeeze.<\/strong><\/p>\n \n \n \n The characterization is also well done. At the opening of each chapter, the protagonist for the respective time period narrates their own tale of tragedy and\/or victimization. The sad irony being that their unfavourable circumstances are often collateral and\/or intentional consequences of Pious Augustus’ (the game’s antagonist) schemes. In this way, every tale in Eternal Darkness<\/em> is enveloped in the wider plot and thereby feels meaningful and cohesive. The personal narration introducing each chapter allows the player to understand the humanistic side of their avatar. Additionally, with convincing voice acting and a script that empowers its speakers, it’s easy to sympathize and care for the characters you embody. The chapters in culmination form a tale of great tragedy as the player experiences the individual struggles of the Roivas family tree as each member, doomed to suffer at the hand of their inherited fate, edges a little closer to equipping Alexandra (the lead protagonist based in the present, so to speak) with the tools she needs to stop Pious Augustus from resurrecting<\/span> the Ancients. The chapterized nature of Eternal Darkness<\/em> not only facilitates the multilayered plot, but also allows for a well developed hub-world too.<\/p>\nThe Contextual Bits<\/h3>\n