Eternal Darkness: Sanity's Requiem

Game Cube

Categoría(s): Acción

¿Es real... o acaso has perdido el juicio?

Prepárate para vivir una aventura épica llena de suspense y tintes psicológicos donde nada ni nadie es lo que parece. A medida que ahondes en los oscuros designios de los antiguos, más ardua será la lucha por mantener la cordura de tu personaje... y la tuya propia.

Having started life on the N64 before shifting its development to the Gamecube, Eternal Darkness is a game that has always sounded great on paper but never really fulfilled its potential in practice; regular trade-show appearances over the past few years have been verging on the disastrous. Thankfully, and somewhat surprisingly, the final product is almost worthy of the design pedigree. Clearly, Eternal Darkness is a labour of love, and the hardware upgrade plus the extra few years of development have done the game a world of good.

The first notable surprise the game offers occurs when starting a new game, for the control system in Eternal Darkness is both fast and responsive; the highly criticised 'rotate' system shared by so many in the genre has been dropped in favour of a much more natural method not too dissimilar to Capcom's Devil May Cry. Pushing left on the analogue stick will move you left, while pulling back will move you backwards. Hardly rocket science; yet as to why it has taken the genre so long to catch on is almost incomprehensible.

The second surprise comes just moments later. After experimenting with the refreshing controls, disappointment sets in when combat is entered. Back to square one, back to Resident Evil. With a greater sense of freedom issued with the movement, it is such a shame that the game has cursed itself with the inability to move while entering combat. Locking on does grant you with a system allowing specific body parts to be targeted and while this is welcome, the lack of movement while doing so frustrates, especially when engaging multiple enemies.

The focal character in the game is Alexandra Roivas, and at the beginning of the story she receives a phone call informing of her Grandfathers death. Upon arrival to the scene of his gruesome death, the family mansion in Rhode Island, Alex must investigate what happened. Of course, these things are never simple. The story spans twenty centuries with eleven other characters all linked by one object - The Tome Of Eternal Darkness.

Playing the part of Alex, the player must seek out chapters from the book in her Grandfathers mansion, which, upon reading opens up the next chapter in the game. Each chapter has a different playable character, each with their own story within their own time period, and as the game progresses developments slowly slot into place. This allows for a greater sense of depth in the locations; visiting the same area several times throughout the ages gives a real insight of history, architectural developments and most interestingly, seeing furniture and items you've used in the past become archaic artefacts of the future. Also, while each chapter by themselves are engaging enough, the character interaction throughout the ages is handled extremely well.