Eternal Darkness: Sanity's Requiem Playthrough | Part 18

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Welcome back to Eternal Darkness: Sanity's Requiem! As always I hope you enjoyed the video, if you want to see more content like this then please consider subscribing.

What is Eternal Darkness: Sanity's Requiem?

Eternal Darkness: Sanity's Requiem is a psychological horror action-adventure video game developed by Silicon Knights and published by Nintendo. While the game features similar gameplay mechanics to that of the Resident Evil series, it distinguishes itself with unique features, such as "sanity effects".

In the game, players take on the role of several characters as they become embroiled in a struggle against a powerful entity who seeks to enslave humanity.

The game is conducted from a third-person perspective; although the cameras are designed to remain focused on the player's character, they cannot be controlled. While the gameplay operates on a similar style to that of Resident Evil - fighting monsters with various weapons and solving puzzles to further explore a location; the provision of an in-game map for each location, that tracks a player's bearings.

An inventory system that stores items and weapons acquired during the game, which can be examined in detail, equipped for combat or used to solve puzzles, and be combined with other objects being carried – Eternal Darkness maintains notable differences in gameplay style, some of which distinguish it from other horror/survival games.

Combat focuses on a simple targeting system, in which players must lock-on to an enemy in order to attack it, but can focus on striking an enemy directly or attacking one of its limbs and remove it, thus hindering an enemy; decapitating the heads on most enemies effectively blinds them.

While playing as characters in settings during pre-industrial eras, combat relies mainly on close-combat weapons such as swords. More modern era characters have access to firearms, including pistols and shotguns.

A series of brief tutorials are provided during the early chapters, aimed at explaining the various aspects of the game, including two distinct systems – a spell-casting system referred to as Magick, and the Sanity Meter.

Magick can be used by all characters (with the exception of those in the first two chapters), and consists of spells that can be used to damage opponents, protect characters and heal them, and be used to solve certain puzzles; with the player able to assign five spells (or up to five different variations of the same spell) for quick-use during the game.

Spells consist of two components which the player must acquire in order to make progress in the game – Runes (similar in appearance to glyphs or sigilia), that are the components of spells; and a Circle of Power, of which there are three types available, allowing players to cast spells using three, five, or seven runes – both of which are stored in the Tome of Eternal Darkness and can be used in subsequent chapters and intermission periods.

Each character must possess the Tome to use magick, with each spell costing a certain amount of magick power depending on the strength it is being cast at, with magick power recharging over time, though spell casting can be interrupted if the character takes damage.

The game features a list of spells that can be used, some of which are enhanced versions with greater strength to them. All require the player to combine a series of Runes together in order to cast them, which are divided between three types – alignment runes based on the game's ancients, that fuel a spell; verb (effect) runes, that denote the action of the spell; and noun (target) runes, which denote what is effected by the spell, be it the character, an area or an enemy.

Though such runes cannot be used, regardless of how they were acquired, until the player also finds a Tablet that can translate their use. Although players need a spell scroll to know what effects a combination of Runes will have, such scrolls are not necessary.

All spells are fundamentally affected by what alignment rune is used to power them, of which the game incorporates four types – Red, Green, Blue, and Purple.

Three of them are acquired over the course of the game, the chronological order of their acquirement determined by the player's choice of path for their playthrough, and each affect spells on a specific parameter; in terms of powering spells that damage enemies, they operate on a rock, paper, scissors principle of gameplay.

The fourth, purple, is not essential, but has greater power than the other three, though it cannot be used to cast certain spells.

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