*Nick quickly surfs over to Destructoid*
Actually...that's exactly what it's called. It's a regular feature by a staff member that goes by the named "Reverend Anthony." Now, you, being the concerned, attentive, and obviously masochistic reader that you are probably wonder where exactly I'm going with this idea. Which...probably makes this editorial no different than anything else by me that you've happened to read.
The intent, dear readers, is to copy such a notion.
Now, to be fair, I'm not exactly "copying" anything. I'm merely pointing out under appreciated titles/series that have suffered for exactly that reason, and encouraging readers to get out there and play them before they're dumped into a massive crevasse and then consequently bulldozed and cemented over, a la Atari's less-than-critical darling E.T. The games, not the readers. With that being said, the first title of said series is Eternal Darkness: Sanity's Requiem.

Eternal Darkness wasn't meant to be a Gamecube release in the first place, it was originally intended to make its debut on the Nintendo 64 at the tail end of the console's cycle in 2000. Like most games in this situation, the developer Silicon Knights had the choice of either dooming Eternal Darkness to an almost inevitably dim fate, as even the most defensive Nintendoite had begun to tire of "cartridge-mania," or do the impossible. By "the impossible" I'm referring to what Silicon Knights decided to do, canceling all release dates, and heading back to work, to overhaul the game for the next-gen system. Just a few weeks before release, Eternal Darkness looked like screenshot below. Now, for a Nintendo 64 game utilizing the expansion pack, and utilizing what appears to be a fully 3D rendered engine, instead of pre-rendered backgrounds like the early

Resident Evil games for the Playstation, the game is pretty impressive. However, the efforts in recreating the title for the Gamecube were equally impressive, if not even more. Only two years after having a 64 title looking like that above, gamers were looking at screens like the one below when they cracked open the game case:

Now granted, with semi-low resolution screenshots, it might seem superficially not that big of a difference, but the character models, background paintings, the stacking of books on the desk, all are vast improvements over the previous screenshot, granted, they aren't the same room in the mansion, but, it's good enough. Sure, it isn't the nicest looking of Gamecube titles, but for an overhauled title launched no more than a half year after the console debuted, it's a fine effort on the part of Silicon Knights.
All of that background information out of the way, one probably wonders what kind of storyline would accompany screenshots like the one above. After viewing the cover artwork, as well as the screens, it'd be natural to assume that Nintendo was publishing its own Silent Hill or Resident Evil imitation. Fixed camera angles? Check. Scantily clad and heavily armed female protagonist? You betcha. Reincarnated dead running, err...aimlessly wandering, a mansion? Give or take.
Despite all of this, throw all over-used "scary game" conventions out the window. Eternal Darkness spurns B-grade horror movie plots in favor of a "Lovecraft by the books storyline, without an official endorsement." For those of you who aren't well versed in Poe's horror genre contemporaries of the 20th Century, allow me to provide a "crash course."
Lovecraft, who mostly wrote between 1918 and 1935, had most of his stories operate in what's commonly known as the self-titled "Lovecraftian universe." In this, most stories involve a first-person narrative in which the narrator is forced to recall horrific, supernatural events involving their encounters with cosmic deities attempting to turn the world back into darkness and chaos. The protagonist usually succeeds with thwarting the attempt, on a microcosmic scale, but it usually comes at the cost of severely damaging their sanity, usually to the point of being placed in an insane asylum or even committing suicide. At the end of the narrative, we are left with impression that it is only a matter of time before the ominous Overseer returns. Check out the introduction to Eternal Darkness below to see what I'm talking about.
That being said, Silicon Knight's title spans from the age of the Roman Empire all the way up to the above mentioned mansion in modern-day Rhode Island. Along the way, players assume the roles of twelve completely different characters including everything from an archaeologist that bears an all-too-striking likeness to one played by Harrison Ford, a Franciscan monk, a WWI field reporter, and a Venetian architect, just to name a few. You begin, however, as a modern-day college student Alexandra Roivas, called to identify the body of her recently murdered grandfather, as she is his "last of kin." While wandering around his mansion, she comes upon a book aptly titled The Tome of Eternal Darkness, which details the accounts of the twelve playable characters of the game, dividing each of their encounters into "chapters" of the book.
Here it takes from the Mario 64 or Super Metroid philosophy, in that once that player has completed one chapter, he returns to Alexandra in the mansion. From here, the player must solve some puzzle in the mansion with a new spell or object learned from the Tome of Eternal Darkness in order to gain entry to a room/secret passage in the mansion not previously accessible. It's an addictive tactic that forces the player to dwell on the abilities they've gained or the knowledge they've learned about the Tome of Eternal Darkness in the previous stage.
This is also relevant in that while there are 12 characters, all of them are set in four prime locations: the Roivas Mansion, Oubile Cathedral, (Amiens, France) a Cambodian temple, and a Forbidden City (Persia). I know, I know, the cynical gamer mindset is already thinking "RECYCLED LOCATIONS ALERT" which of course is always a baby step toward worrying that perhaps the level designer was looking at soft core pornography when he was being paid to design other locales, but hear me out. While each location is, in terms of geographical location, and, at least according to a GPS unit, the same place, that's only half true.
Like all buildings utilized over centuries, add-ons are made, a room used for one purpose is converted into another, sometimes an addition is built on TOP of the old location, forcing the player to find their way into the lower levels, and other times areas that were there before, simply aren't there at all now. In fact, relying one's past experiences with an area can often make things more frustrating than not. Sometimes it also allows for the playable character to interact with a "ghost-like" previously playable character, which makes for some interesting moments, as we get to see how things (sorry about the pun) "played out" for our previous character.
By now Eternal Darkness must sound like it's probably overstepping the capabilities of even the most adept second-party studio, even though I've only covered the basics, the plot, and background. But the details regarding gameplay will only reinforce these cynical beliefs. All, yes, all of the characters move at different speeds, display different walking patterns and the older, less rugged characters tire easily from running. One character may handle a weapon completely differently than the person before him. All of them display varying gauges of aptitude in "health," "magic," and "sanity," the three HUD measurements that the player will undoubtedly have to keep an eye on.

The monk will naturally be better versed at magic because of his scholarly pursuits, the Canadian firefighter is unsurprisingly buff and able to take more damage than most, and the psychologist has a much more stable mind to withstand sights that would drive many of the other characters mad in an instant. With every character, the player is not allowed to get "settled in" to their own philosophy of gaming, whether it be "run and gun" or "long range master." You either cater to the character-at-hand's strengths, or face an uphill battle.
As for the actual combat, it's basic, but addictive. Players usually have both a close and long range weapon at their disposal, though the swords and knifes are much more desirable until one makes it to the characters with modern firearms, the Elephant Gun, for one. The targeting system is interestingly enough; players can have their character target different body zones of the enemy: torso, arms, head. The head leaves the enemy blind, lopping the limbs off effectively renders it harmless, but it can still box you in a corner for its friends to munch on, and going straight for the torso should kill it, it's just a bit of a longer struggle. Techmo claims that they're implementing a much more refined system in their upcoming title Ninja Gaiden II, and it probably won't give Eternal Darkness the credit it owes, but at least someone has said that someone did it before Ninja Gaiden II.
While the health bar has long been a perquisite in RPG/Adventure/Action/insert genre games, the addition of "magick" in the Adventure/Horror genre, was not only a welcome "genre shift," but an unconventional one at that. Instead of "buying" spells, or simply learning them out of nowhere, Eternal Darkness forced the player to collect runes (alignment, effect, target) scattered through the chapters. Spells are, effectively, constructed...not bought. First you select the alignment (basically "element," for those used to RPG standards) then the "effect" followed by the "target." If you selected "absorb" as the effect and "self" as the target, you would perform a healing spell. None of the spells are effectively "spelled out" so a fair amount of experimentation will have be done by the gamer to discover what qualifies as a spell and what isn't.
Of course, what would a summary of Eternal Darkness be without mentioning its "sanity" feature? Usually when the playable character is seen by enemies (although there are other scenarios in when the sanity bar will lower) the green sanity bar will drop, and unless the player quickly dispatches of the monsters, it will hit the bottom. When this happens, two things happen: inevitably the character's health bar drops as well but the roles of "player" and "played" are reversed. When sanity bottoms out, the player might find themselves walking on the ceiling in the next room, sink into the floor, find the walls bleeding, or that the enemies are an unusually large or miniature size.
What has gained much more attention, and led Nintendo to patent the "sanity bar" are the sanity effects that break the "fourth wall."
Some unlucky players, including myself, encountered the sanity effect that, when trying to save, asks if you want to overwrite all save data, says "yes" and continues without saving. Of course, it's all with the natural interface, and is completely believable. It had me cursing and running up and down the hall, until it finally admitted the ruse a few seconds later. There are more like this, and I feel like, to do potential gamers justice, I won't reveal any more of them. Just know if something seems a little too...awful...to be true, it just might be.
In conclusion, Eternal Darkness, as I've shown above, clearly didn't have to set themselves up for the tall order that they did, but when they committed to it, they delivered in spades. The story is top-notch, if not the best that I've encountered. The way that the narratives are interwoven into one large struggle on the part of humanity is inspiring. The voice acting is excellent, but unlike most titles, the entire cast is such. While many studios are bringing in some B-lister from Hollywood and touting said person while the rest of the cast isn't anything to talk about, Silicon Knights didn't bring in any "big guns" so to speak, but instead opted for solid voice actors like Jennifer Hale, who played Bastila in Knights of the Old Republic.
The graphics are, like I said earlier, not the nicest to come from the Gamecube, but for the variety of characters, and locales, it's very easy to overlook.
It's just this simple, if you want to be scared, but are sick of "scary" qualifying as zombie dogs leaping through windows, and desire something truly terrifying to ponder, Eternal Darkness is exactly that. The terror isn't a temporary, transitory moment, it builds..and builds...and builds. There is almost a constant feeling of unease that one develops as the game progresses. And with that, allow me to leave you with a final excellent clip from Eternal Darkness.



