The Chosen One - Eternal Darkness Sanity's Requiem [Part 1]
Eternal Darkness: Sanity's Requiem is an action-adventure video game developed by Silicon Knights and published by Nintendo for the GameCube in 2002. It was produced and directed by Denis Dyack. The game follows the story of several characters across a period of two millennia and four different locations on Earth, as they contend with an ancient evil who seeks to enslave humanity. The gameplay distinguishes itself with unique "sanity effects", visual and audial effects that confuse the player and often break the fourth wall.
Development began on Eternal Darkness after Nintendo, impressed with Silicon Knights' Blood Omen: Legacy of Kain (1996), contacted the company to propose a collaboration on an original mature title. Silicon Knights based their concept around Lovecraftian horror and the Eternal Champion concept, and decidedly avoided making a survival horror game. It was originally planned for the Nintendo 64, and was mostly completed before development was moved to Nintendo's forthcoming home console, the GameCube. It was the first game published by Nintendo to receive an M (Mature) rating from the Entertainment Software Rating Board (ESRB).
Eternal Darkness was widely acclaimed by critics and won numerous awards, however the game was a commercial failure, selling less than 500,000 copies worldwide. A direct sequel to the game was explored but never materialized, and Silicon Knights went bankrupt and disbanded in 2013. Attempts by Dyack to make a spiritual successor entitled Shadow of the Eternals with his new studio Precursor Games failed both of its Kickstarter campaigns, leading to the project being placed on indefinite hold. In the years since Eternal Darkness' release, it has been regarded as one of the greatest video games of all time, as well as one of the best horror games ever made.
The game is conducted from a third-person perspective. It has an in-game map which tracks the player's bearings. The inventory system stores weapons and items that can be used to solve puzzles, some of which can be combined with other objects, even enchanted with magick, for different effects.
Combat focuses on a simple targeting system. Players may attack in a general direction, or lock-on to an enemy to focus on individual parts of its anatomy. Decapitating most enemies effectively blinds them. There are many classes of enemies the player must either defeat or avoid. Each class also comes in a few varieties, and subtle differences between each variety exist as well, having slightly different appearances and traits. Some of the more common enemies vary very little in appearance, usually only changing in hue and aesthetics, but may have some behavioral differences. Boss and mini-boss enemies, however, tend to vary quite significantly.
The narrative of the game's story switches between two phases. The main phase focuses on a series of chapters in which players take control of a new character each time. The other phase acts as an intermission, exploring the mansion in order to find chapter pages and other items in order to progress. The game boasts twelve playable characters, split between four distinct locations, and from different periods of time, at times in anachronic order. Each of these characters are different in terms of the game's three main parameters – health, sanity, and magick – and have access to a small selection of weapons that they can use in combat, though what they can use is determined by the time period that they lived in. For example, characters from the more ancient eras are restricted to mostly melee weapons such as swords, with the occasional crossbow or throwable. Meanwhile, characters from the colonial era onwards have more access to ranged weapons, including modern-day firearms.
The story features multiple paths that can be taken at the end of the first chapter. This choice not only determines which of the game's other three antagonists are aligned to the plot, but it also has subtle effects on the gameplay in chapters and intermission periods. Some changes include slight differences in puzzles and items, but most changes revolve around enemy placement, which will determine how the player engages them. This can even have an effect on the relative difficulty of the game in certain situations. Red tinted enemies for example, are generally tougher, having more health and dealing more damage, making that story path a kind of unofficial hard mode. After the game is completed down one path, it becomes unavailable in future playthroughs, until the player completes all three paths.
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- Intro and Outro by Ross MacKay - FOLLOW AT BANDCAMP Ross MacKay