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Eternal Darkness

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 millenia 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.

Eternal Darkness: Sanity's Requiem
Canadian cover art
Developer(s)Silicon Knights
Publisher(s)Nintendo
Director(s)Denis Dyack
Producer(s)
Designer(s)
  • Brad Furminger
  • Ted Traver
Programmer(s)
  • James O'Reilly
  • Doug Tooley
  • Carey Murray
Artist(s)Ken McCulloch
Writer(s)
  • Denis Dyack
  • Ken McCulloch
Composer(s)Steve Henifin
Platform(s)GameCube
Release
  • NA: June 24, 2002
  • JP: October 25, 2002
  • EU: November 1, 2002
Genre(s)Action-adventure
Mode(s)Single-player

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 praised by reviewers and won numerous awards but was not a commercial success. A direct follow-up 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 their Kickstarter campaigns, leading to the project being placed on indefinite hold.[1] In the years since Eternal Darkness' release, it has been regarded as one of the greatest games of all time, as well as one of the best horror games ever made.

Gameplay Edit

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.

 
The crafting menu allows the player to experiment and discover new spells.

Magick can be used by most characters and consists of spells that can be used to damage opponents, protect characters and heal them, and be used to solve certain puzzles. The player is also able to assign spells to buttons for quick-use during the game. After discovering a spell it can be used in subsequent chapters and intermission periods. All spells are fundamentally affected by what alignment rune is used to power them. The game incorporates four types – Red, Green, Blue, and Purple. Each alignment affects spells on a specific parameter. On top of that, they operate on a rock-paper-scissors principle of gameplay. All spells require the player to combine a series of Runes together in order to cast them. Runes can be freely experimented with by the player. This robust mechanic of experimentation has been praised by game critics as unique, and something that sets the magick system in this apart from most magic systems of most other game titles.

The other distinctive gameplay aspect comes from "Sanity Effects", the game's standout concept that Nintendo patented.[2] Upon beginning the game's second chapter, players must keep watch on a Sanity meter – a green bar which decreases when the player is spotted by an enemy. As the bar becomes low, subtle changes to the environment and random unusual events begin to occur, which reflect the character's slackening grip on reality.[3]

Minor effects include a variety of things, such as a skewed camera angle, heads of statues following the character, and unsettling noises. Stronger effects include bleeding on walls and ceilings, entering a room that is unrealistic before finding that the character never left the previous room, or the character suddenly dying. Fourth wall breaking effects such as "To Be Continued" promotions for a "sequel", and simulated errors and anomalies of the TV or GameCube can happen either from low or depleted sanity, or by a scripted event. While the latter does not affect gameplay, they can be misconstrued by the player as being actual technical malfunctions.

Story Edit

The story of Eternal Darkness takes place over four fictional locations which the game moves between. They include the "Forbidden City" underground temple complex in Persia; a Khmer temple in Angkor Thom, Cambodia; Oublié Cathedral in Amiens, France; and the Roivas Family Estate in Rhode Island, which leads to an ancient underground city named Ehn'gha beneath the mansion. The story moves between these locations, with each chapter occurring during a different time period (between 26 B.C. and 2000 A.D.), and from the perspective of a different character. The chapters in the game are not in chronological order.

Plot Edit

In 2000 AD, Alexandra Roivas finds herself returning to her family's estate in Rhode Island after her grandfather, Edward Roivas, her only living relative, is found brutally murdered. Two weeks after returning, the local police have gotten nowhere with the investigation, Alex decides to investigate the mansion for clues, and stumbles upon a secret room containing a book bound with human skin called the Tome of Eternal Darkness. Deciding to read it, she finds it contains accounts of various people in the past, beginning with the story of Pious Augustus in 26 BC.

Pious, a respected Roman military commander, is sent to Ancient Persia to locate an important relic. Lured away from his men by mysterious voices, Pious ventures into an underground temple complex called the Forbidden City. He comes across three artifacts. Each possesses the essence of powerful godlike beings referred to as "The Ancients": Chattur'gha, Xel'lotath and Ulyaoth. Upon attempting to touch one of the artifacts, Pious finds himself corrupted by its power, resulting in him becoming undead yet gaining a significant amount of power,[4] whereupon he pledges his allegiance to the artifact's Ancient and begins working on summoning them into the universe. The remaining two artifacts that Pious did not claim were put out of Pious' reach. One of the other artifacts represents the Ancient that is stronger than Pious', and the other represents the Ancient weaker than Pious'.

The artifact representing the weaker Ancient remained in the Forbidden City. In 565 AD, a young swordsman named Karim, ventures to the Forbidden City to locate a treasure for a woman that he loves. Upon finding it, he sacrifices himself in order to guard it. Pious returns to Persia in the Middle Ages to construct a Pillar of Flesh at the Forbidden City, as part of his master's plans. In 1460 AD Roberto Bianchi, a Venetian architect traveling through the region, is captured by Pious under the guise of a warlord. While under involuntary servitude, he encounters the spirit of Karim, who entrusts him with the artifact in his possession. Roberto attempts to warn Pious of the dangers within but is thrown into the tower, becoming part of its foundation along with many others. Centuries later in 1991 AD, a Canadian firefighter named Michael Edwards works with his team to extinguish several major oil fires in the Middle East, following the end of the Gulf War. After an explosion killed his entire team and trapped him in the Forbidden City, he is approached by Roberto's spirit, who gives him the artifact and instructs him to take it to the Roivas Family Estate. Michael then moves to destroy the Forbidden City with a magickally enhanced bomb. A few months later, Michael delivers the artifact to Edward Roivas in secret, telling him that he "won't last a night".

The artifact representing the stronger Ancient is moved, by Pious, to Oublié Cathedral, in Amiens, France, in order to prevent it from being used against him. First, though, Pious orders the assassination of Charlemagne, so his movement cannot impede his plans. In 814 AD, a Frankish messenger named Anthony, who stumbles upon the plot, travels to the then small monastery in order to warn him of the danger to his life. Despite Anthony's best efforts, he arrives too late to save him and dies from the spell he was afflicted with. When the location is reconstructed into a Cathedral long afterwards, Pious summons a creature called the Black Guardian, to protect the artifact that could defeat his master. In 1485 AD a Franciscan friar named Paul Luther, visiting the region to view a holy relic at the cathedral, finds himself accused of murdering a fellow friar by the local Inquisition. Attempting to clear his name, he encounters the Black Guardian, which promptly kills him. In 1916 AD, During World War I, Oublié Cathedral is converted into a field hospital. Peter Jacob, a field reporter making accounts about the war, notes that patients have been disappearing of late. Venturing into the catacombs, he encounters the Black Guardian and defeats it, recovering the artifact it was guarding. Decades later, Edward is visited by a now elderly Peter who gives an account of his experience in Amiens before handing over the artifact in his possession.

While the other two artifacts are fought over between Pious and several unwitting souls, the "Corpse God" Mantorok, another powerful Ancient that can oppose Pious' master, has an artifact of its own. In 1150 AD, Pious travels to a temple in Angkor Thom, Cambodia in order to deal with Mantorok. A young Khmer slave girl, named Ellia, finds herself trapped within the temple at the same time. While trying to find her way out, she is approached by one of Mantorok's servants, who entrusts her with the task of protecting the Ancient's essence within her body. Pious kills her shortly after. Centuries later in 1983 AD, Dr. Edwin Lindsey, a noted archaeologist, ventures to Cambodia on an expedition to explore the temple. After nearly being killed by Pious, who disguised himself in order to accompany him, Edwin finds Ellia's body and is entrusted by her spirit with Mantorok's essence, which he eventually delivers to Edward a few weeks later.

Alongside the struggle to claim the powerful artifacts of the Ancients, the Roivas Family Estate in Rhode Island, U.S. holds secrets of its own. In 1760 AD, Dr. Maximillian Roivas, a colonial ancestor of Alex and her grandfather, inherits his father's mansion in Rhode Island and decides to investigate its secrets. He soon finds a large cavern beneath the mansion, containing an ancient city within called Ehn'gha. He returns to the surface to get help, only to be considered delirious, and is sent to an asylum for the rest of his life. In 1952 AD, Dr. Edward Roivas, a clinical psychologist at the time, inherits the Estate. Finding his way underground, Edward discovers the city incorporates magick machinery and uses it to greatly damage the city with a powerful destructive spell. Knowing this is not enough, he decides to research what he can within the Tome for the final battle. After decades, however, Edward is violently murdered by one of Ehn'gha's "Guardians".

Alex, having learned all she can from the Tome, decides to finish the fight. Recovering the artifacts from within the mansion, she soon ventures into Ehn'gha and uses them with the city's machinery, in order to summon a rival Ancient to fight Pious' master. Alex then engages Pious in combat, aided by the spirits of those written in the Tome, eventually defeating him and destroying the essence of his master, who is defeated by its rival. Edward's spirit then acts quickly to use Ehn'gha's mechanism to send back the summoned Ancient before it can cause any harm to the world.

After completing all three story paths, Edward Roivas narrates a revelation; all three paths are revealed to have occurred simultaneously in separate timelines. One of Mantorok's spheres of influence happens to be chaos, and with it, the ability to subtly manipulate time and space. It turned the other three Ancients against one another in mutual annihilation and merged the timestreams into one complete victory. Now only Mantorok remains, slowly dying.

Development Edit

 
Director and producer Denis Dyack in 2003

Eternal Darkness was developed by Canadian development studio Silicon Knights and published by Japanese game company Nintendo.[5] It was directed and produced by Denis Dyack of Silicon Knights.[6] The project's origins can be traced back to the mid-1990s when Nintendo staff saw Silicon Knights' game Blood Omen: Legacy of Kain (1996) at an E3 gaming convention. Nintendo contacted Silicon Knights, as they had been contemplating adding more mature games to their line-up, and the two companies began collaborating to produce Eternal Darkness.[5] Silicon Knights's concept for the game was to create a horror game that did not fall under the survival horror genre.[6] Dyack claims they went with "a deeper, more classical approach" to horror, calling it a "psychological thriller" as opposed to the "B-movie horror plots" of the Resident Evil series.[7] They also wanted to make a game in response to contemporary video game controversies. Dyack explains: "Video games were under fire for messing with people's heads, and being accused of being murder simulators and stuff. So, we thought, wouldn't it be a good idea to make something that really does mess with people's heads?"[6]

The development team borrowed inspiration from Edgar Allan Poe, Lovecraftian horror, and the Eternal Champion character concept by Michael Moorcock.[6] Dyack, a history buff, also took examples of evil acts done throughout history to help create a believable world.[6] The idea for the sanity system came from the tabletop role-playing game Call of Cthulhu. The concept was planned from the start, but the sanity effects were challenging to implement, and be approved by Nintendo.[5] Dyack believed that Nintendo was worried players may interpret the sanity effects as an indication of faulty hardware,[6] or may inadvertently cause damage to the hardware as a result of the effects.[5] For example, a player prompted with a message saying their memory card was being formatted may hastily take out the memory card from the system, causing actual damage to it.[5] Nintendo patented the sanity system in 2005.[5]

The game was originally in development for the Nintendo 64 (N64). The team used 3D Studio Max for modelling and Photoshop for textures.[5] It would have required a large capacity N64 Game Pak,[7] including full voice recordings for cinematic sequences, and a surround sound option.[7] It would have supported (but not required) the N64 Expansion Pak accessory for additional memory.[7] By 2000, much of development had been completed, and it was presented and playable at industry trade shows. However, support for the Nintendo 64 was declining in anticipation for Nintendo's upcoming new home console, the GameCube. With several months remaining to finish the game, Nintendo decided to move development over to the GameCube. According to lead designer Ted Traver, Nintendo wanted more games in its GameCube lineup, and the cost of manufacturing cartridges was much higher than optical discs.[5] For the transition of development to GameCube, the rendering engine, development tools, sound, and art assets all needed to be redone. While the work was difficult, the new hardware granted the team greater polygon rendering capacity, and more memory for textures.[5] It was originally planned to be a launch title, but development was delayed.[8]

As development was concluding, Nintendo sent game designers to Silicon Knights to help improve the gameplay.[5] When the September 11 attacks occurred, Silicon Knights opted to remove the character Joseph De Molay, a Templar knight, from the game. The Templar knights were known for taking part in the Crusades, spreading Christianity to the Middle East. In the interest of not appearing offensive, Joseph was replaced with an oil well firefighter, and all Arab writing in texture images was removed. The Middle Eastern environments were retained.[5]

Release Edit

Eternal Darkness: Sanity's Requiem was first released and published by Nintendo on June 24, 2002, in North America, October 25 in Japan and November 1 in Europe. It was the first Nintendo-published game to receive an M (Mature) rating from the Entertainment Software Rating Board (ESRB), the video game ratings board in North America. All of their previously published games had lighter content ratings.

Short films Edit

In 2002, Nintendo and Hypnotic, a film entertainment company, established a filmmaking contest in which contestants submitted ideas that would be later funded into short films if selected.[9] Hypnotic also purchased the rights to produce a film or TV series based on the IP.[10]

The contest drew over 500 submissions.[11] Ten finalists were selected and were granted $2,000 each to produce their respective short films. The grand prize for the contest was $20,000, and was selected by a panel of industry experts. The finalists were unveiled between May 23 and July 4, 2002.[12]

The grand prize winner of the contest was Patrick Daughters, for the film Unloved. The viewer's choice award went to the film Cutting Room Floor by Tyler Spangler and Michael Cioni.[12]

Reception Edit

Reviews and sales Edit

Eternal Darkness: Sanity's Requiem received a near-universal critical acclaim upon its release, with aggregated review scores of over 9/10 at both GameRankings and Metacritic.[13][14] Upon review, IGN gave Eternal Darkness one of its Editor's Choice Awards[21] and, in its review of the game, stated: "Simply put, an amazing achievement that shouldn't be overlooked. Games do not come any better than this".[22]

Eternal Darkness sold less than half a million copies worldwide.[23] In Japan, the game has sold 17,748 copies as of December 31, 2006.[24] In Canada, the game sold 20,000 copies.[25]

Awards Edit

Eternal Darkness: Sanity's Requiem was awarded "Outstanding Achievement in Character or Story Development" during the 6th Annual Interactive Achievement Awards; it also received nominations for "Console Game of the Year", "Outstanding Innovation in Console Gaming", "Outstanding Achievement in Sound Design" and "Outstanding Achievement in Art Direction".[26] GameSpot named it the best video game of June 2002.[27] At GameSpot's Best and Worst of 2002, it was awarded "Best Sound on GameCube", "Best Story on GameCube", and "Best Graphics (Artistic) on GameCube";[28][29][30] the game was also nominated for "Best Music on GameCube", "Best Action Adventure Game on GameCube", and "Game of the Year on GameCube".[31][32][33] GameSpy's Game of the Year Awards gave it their honorary "Day of the Tentacle (Cthulhu) Award".[34]

Retrospective Edit

In 2006, Nintendo Power ranked Eternal Darkness as the 101st top game on Nintendo systems,[35] while the readers of IGN had it voted as the 96th best video game of all time on all systems;[36] in 2009, Official Nintendo Magazine had it listed as the 48th best Nintendo game.[37] The game was ranked as the seventh best game for the GameCube by X-Play in 2006,[38] as the fifth best GameCube game by IGN in 2007,[39] as the tenth best GameCube game by ScrewAttack that same year,[40] and placed fourth on the list of top GameCube games in the January 2009 issue of Game Informer.

Both X-Play and Game Informer in 2007 in 2006 ranked it as the fifth scariest game of all time.[41][42] In other lists, ScrewAttack ranked the fake "Corrupt Data" sanity effect as the ninth top "OMGWTF" moment in gaming in 2008,[40] while Alex Roivas was included among the 50 greatest heroines in video games by Tom's Games in 2007[43] and ranked as the 40th greatest heroine in video game history by Complex in 2013.[44]

Several retrospective articles demanded a follow-up game. IGN included Eternal Darkness on their 2008 list of "horror franchises that should rise from the grave",[45] GamesRadar included Eternal Darkness among the games "with untapped franchise potential" in 2009,[46] and UGO included it on a similar list of games "that need sequels" in 2010.[47]

Legacy Edit

Alex Roivas makes a cameo appearance in the 2018 fighting game Super Smash Bros. Ultimate as one of the many "Spirits" that players can collect. The battle associated with Alex's Spirit sees the player needing to defeat Zero Suit Samus from the Metroid series as the screen is mirrored at random intervals.[48]

Cancelled sequel Edit

In 2006, Dyack said "absolutely yes" in response to the question of a possible sequel. He stated that Silicon Knights had intended for Eternal Darkness to be a stand-alone game, but they wanted to make more games set in the same universe involving the Ancients.[49][50] At Microsoft's Spring 2008 Showcase, Dyack said there was a "strong chance" they would return to the Eternal Darkness brand.[51] In 2011, Silicon Knights said they were refocusing on one of their most requested titles for the next generation of consoles. This, combined with the fact that Nintendo had trademarked the title once again, spawned rumors that an Eternal Darkness game would be a launch title for Nintendo's Wii U console.[52] However, the project was cancelled due to Silicon Knights' legal troubles with Epic Games.[53] Any possibility for a sequel from Silicon Knights ended in 2013 when Silicon Knights filed for bankruptcy and closed its offices.[54] Nintendo has repeatedly renewed the Eternal Darkness trademark, stirring rumors of sequels or re-releases.[55][56][57][58]

Shadow of the Eternals Edit

In May 2013, Precursor Games, staffed by many former Silicon Knights members, had begun a crowdfunding campaign on their website, seeking $1.5 million to create a spiritual successor to Eternal Darkness under the title Shadow of the Eternals, to be released for Microsoft Windows and Wii U.[59] The game was to be released in twelve 2-4 hour long episodes, with Dyack acting as the game's chief creative officer.[60][61][62] The same month, a secondary fundraising campaign was launched on Kickstarter, aiming to receive $1.35 million within 36 days.[63][64] Eventually, being only halfway through their campaign in early June, the company decided to shut down both funding campaigns whilst refunding all the accumulated money back to their contributors, and promised to relaunch a new campaign a few weeks later. They said this was to reveal "a host of a new exciting opportunities that will make the game better than [Precursor Games] envisioned".[65] Later in June, Precursor's founding member, and co-designer of both Eternal Darkness and Shadow of the Eternals, Kenneth McCulloch was arrested and pleaded guilty on charges of child pornography; the studio immediately severed all ties with him.[66]

Another Kickstarter campaign was launched in July, aiming for a $750,000 goal this time. Instead of twelve episodes, the game was intended to be released as one 8-10 hour experience.[67] The game would follow detective Paul Becker as he investigated a gang massacre in Louisiana, and uncovered the truth about the "Eternals". It would span over 2500 years of history in Hungary, England, Egypt, and the United States.[59][68][69] In creating the look of the game, Precursor Games purchased art assets from Silicon Knights which were going to be used in the Eternal Darkness sequel. Though Nintendo still owns the rights to Eternal Darkness and the patent for the game's unique "Sanity Meter", Precursor Games was in communication with Nintendo, who was supportive of the project.[70] In September, Shadow of the Eternals was delayed indefinitely due to a lack of funding.[71][72] The Escapist described the multiple failed crowdfunding campaigns as a "circus" and demonstrated a lack of faith in the developers.[73] Kyle Hilliard of Game Informer wrote that he was not surprised the game was put on hold, as it has been "plagued with issues" since its first announcement.[74]

In October 2014, Dyack had created a new entertainment company Quantum Entanglement Entertainment. One of the company's first projects was to relaunch the development for Shadow of the Eternals. Dyack was also considering Shadow of the Eternals as a film and television property.[75] In January 2018, QEE was quietly shut down and the production of Shadow of the Eternals was cancelled. Dyack renamed the company as Apocalypse Studios and announced a new role-playing game titled Deadhaus Sonata.[76][77] Dyack described it as combining elements of his previous games, including "Lovecraftian overtones from Eternal Darkness".[78]

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    Pious Augustus: Aeons have passed since then, and I have learned much.
    The following lines vary depending on which artifact the player chose via Augustus:
    Pious Augustus: Chattur'gha's power filled me, invigorating my dead body. With a touch, I could level buildings, rend the ground asunder, and channel power such as mortal men could only dream.
    Pious Augustus: I was once as naive as a child, but now my mind is sharp. With the power of Xel'lotath, I can now read the thoughts of others, and make them raving mad with a mere suggestion.
    Pious Augustus: All at once I understood. The forces of the multiverse all made sense, under the transcending power of Ulyaoth. No mountain too high. No city too far.
    Pious Augustus: Face me, and you shall surely perish!
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External links Edit

  • Eternal Darkness: Sanity's Requiem at MobyGames
  • Eternal Darkness: Sanity's Requiem at IMDb

eternal, darkness, this, article, about, video, game, battery, astronomical, phenomenon, permanently, shadowed, crater, sanity, requiem, action, adventure, video, game, developed, silicon, knights, published, nintendo, gamecube, 2002, produced, directed, denis. This article is about the video game For the EP by Battery see Eternal Darkness EP For the astronomical phenomenon see Permanently shadowed crater 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 millenia 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 Eternal Darkness Sanity s RequiemCanadian cover artDeveloper s Silicon KnightsPublisher s NintendoDirector s Denis DyackProducer s Denis DyackShigeru MiyamotoSatoru IwataKenji MikiDesigner s Brad FurmingerTed TraverProgrammer s James O ReillyDoug TooleyCarey MurrayArtist s Ken McCullochWriter s Denis DyackKen McCullochComposer s Steve HenifinPlatform s GameCubeReleaseNA June 24 2002JP October 25 2002EU November 1 2002Genre s Action adventureMode s Single playerDevelopment 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 praised by reviewers and won numerous awards but was not a commercial success A direct follow up 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 their Kickstarter campaigns leading to the project being placed on indefinite hold 1 In the years since Eternal Darkness release it has been regarded as one of the greatest games of all time as well as one of the best horror games ever made Contents 1 Gameplay 2 Story 2 1 Plot 3 Development 4 Release 4 1 Short films 5 Reception 5 1 Reviews and sales 5 2 Awards 5 3 Retrospective 6 Legacy 6 1 Cancelled sequel 6 2 Shadow of the Eternals 7 References 8 External linksGameplay EditThe 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 nbsp The crafting menu allows the player to experiment and discover new spells Magick can be used by most characters and consists of spells that can be used to damage opponents protect characters and heal them and be used to solve certain puzzles The player is also able to assign spells to buttons for quick use during the game After discovering a spell it can be used in subsequent chapters and intermission periods All spells are fundamentally affected by what alignment rune is used to power them The game incorporates four types Red Green Blue and Purple Each alignment affects spells on a specific parameter On top of that they operate on a rock paper scissors principle of gameplay All spells require the player to combine a series of Runes together in order to cast them Runes can be freely experimented with by the player This robust mechanic of experimentation has been praised by game critics as unique and something that sets the magick system in this apart from most magic systems of most other game titles The other distinctive gameplay aspect comes from Sanity Effects the game s standout concept that Nintendo patented 2 Upon beginning the game s second chapter players must keep watch on a Sanity meter a green bar which decreases when the player is spotted by an enemy As the bar becomes low subtle changes to the environment and random unusual events begin to occur which reflect the character s slackening grip on reality 3 Minor effects include a variety of things such as a skewed camera angle heads of statues following the character and unsettling noises Stronger effects include bleeding on walls and ceilings entering a room that is unrealistic before finding that the character never left the previous room or the character suddenly dying Fourth wall breaking effects such as To Be Continued promotions for a sequel and simulated errors and anomalies of the TV or GameCube can happen either from low or depleted sanity or by a scripted event While the latter does not affect gameplay they can be misconstrued by the player as being actual technical malfunctions Story EditThe story of Eternal Darkness takes place over four fictional locations which the game moves between They include the Forbidden City underground temple complex in Persia a Khmer temple in Angkor Thom Cambodia Oublie Cathedral in Amiens France and the Roivas Family Estate in Rhode Island which leads to an ancient underground city named Ehn gha beneath the mansion The story moves between these locations with each chapter occurring during a different time period between 26 B C and 2000 A D and from the perspective of a different character The chapters in the game are not in chronological order Plot Edit In 2000 AD Alexandra Roivas finds herself returning to her family s estate in Rhode Island after her grandfather Edward Roivas her only living relative is found brutally murdered Two weeks after returning the local police have gotten nowhere with the investigation Alex decides to investigate the mansion for clues and stumbles upon a secret room containing a book bound with human skin called the Tome of Eternal Darkness Deciding to read it she finds it contains accounts of various people in the past beginning with the story of Pious Augustus in 26 BC Pious a respected Roman military commander is sent to Ancient Persia to locate an important relic Lured away from his men by mysterious voices Pious ventures into an underground temple complex called the Forbidden City He comes across three artifacts Each possesses the essence of powerful godlike beings referred to as The Ancients Chattur gha Xel lotath and Ulyaoth Upon attempting to touch one of the artifacts Pious finds himself corrupted by its power resulting in him becoming undead yet gaining a significant amount of power 4 whereupon he pledges his allegiance to the artifact s Ancient and begins working on summoning them into the universe The remaining two artifacts that Pious did not claim were put out of Pious reach One of the other artifacts represents the Ancient that is stronger than Pious and the other represents the Ancient weaker than Pious The artifact representing the weaker Ancient remained in the Forbidden City In 565 AD a young swordsman named Karim ventures to the Forbidden City to locate a treasure for a woman that he loves Upon finding it he sacrifices himself in order to guard it Pious returns to Persia in the Middle Ages to construct a Pillar of Flesh at the Forbidden City as part of his master s plans In 1460 AD Roberto Bianchi a Venetian architect traveling through the region is captured by Pious under the guise of a warlord While under involuntary servitude he encounters the spirit of Karim who entrusts him with the artifact in his possession Roberto attempts to warn Pious of the dangers within but is thrown into the tower becoming part of its foundation along with many others Centuries later in 1991 AD a Canadian firefighter named Michael Edwards works with his team to extinguish several major oil fires in the Middle East following the end of the Gulf War After an explosion killed his entire team and trapped him in the Forbidden City he is approached by Roberto s spirit who gives him the artifact and instructs him to take it to the Roivas Family Estate Michael then moves to destroy the Forbidden City with a magickally enhanced bomb A few months later Michael delivers the artifact to Edward Roivas in secret telling him that he won t last a night The artifact representing the stronger Ancient is moved by Pious to Oublie Cathedral in Amiens France in order to prevent it from being used against him First though Pious orders the assassination of Charlemagne so his movement cannot impede his plans In 814 AD a Frankish messenger named Anthony who stumbles upon the plot travels to the then small monastery in order to warn him of the danger to his life Despite Anthony s best efforts he arrives too late to save him and dies from the spell he was afflicted with When the location is reconstructed into a Cathedral long afterwards Pious summons a creature called the Black Guardian to protect the artifact that could defeat his master In 1485 AD a Franciscan friar named Paul Luther visiting the region to view a holy relic at the cathedral finds himself accused of murdering a fellow friar by the local Inquisition Attempting to clear his name he encounters the Black Guardian which promptly kills him In 1916 AD During World War I Oublie Cathedral is converted into a field hospital Peter Jacob a field reporter making accounts about the war notes that patients have been disappearing of late Venturing into the catacombs he encounters the Black Guardian and defeats it recovering the artifact it was guarding Decades later Edward is visited by a now elderly Peter who gives an account of his experience in Amiens before handing over the artifact in his possession While the other two artifacts are fought over between Pious and several unwitting souls the Corpse God Mantorok another powerful Ancient that can oppose Pious master has an artifact of its own In 1150 AD Pious travels to a temple in Angkor Thom Cambodia in order to deal with Mantorok A young Khmer slave girl named Ellia finds herself trapped within the temple at the same time While trying to find her way out she is approached by one of Mantorok s servants who entrusts her with the task of protecting the Ancient s essence within her body Pious kills her shortly after Centuries later in 1983 AD Dr Edwin Lindsey a noted archaeologist ventures to Cambodia on an expedition to explore the temple After nearly being killed by Pious who disguised himself in order to accompany him Edwin finds Ellia s body and is entrusted by her spirit with Mantorok s essence which he eventually delivers to Edward a few weeks later Alongside the struggle to claim the powerful artifacts of the Ancients the Roivas Family Estate in Rhode Island U S holds secrets of its own In 1760 AD Dr Maximillian Roivas a colonial ancestor of Alex and her grandfather inherits his father s mansion in Rhode Island and decides to investigate its secrets He soon finds a large cavern beneath the mansion containing an ancient city within called Ehn gha He returns to the surface to get help only to be considered delirious and is sent to an asylum for the rest of his life In 1952 AD Dr Edward Roivas a clinical psychologist at the time inherits the Estate Finding his way underground Edward discovers the city incorporates magick machinery and uses it to greatly damage the city with a powerful destructive spell Knowing this is not enough he decides to research what he can within the Tome for the final battle After decades however Edward is violently murdered by one of Ehn gha s Guardians Alex having learned all she can from the Tome decides to finish the fight Recovering the artifacts from within the mansion she soon ventures into Ehn gha and uses them with the city s machinery in order to summon a rival Ancient to fight Pious master Alex then engages Pious in combat aided by the spirits of those written in the Tome eventually defeating him and destroying the essence of his master who is defeated by its rival Edward s spirit then acts quickly to use Ehn gha s mechanism to send back the summoned Ancient before it can cause any harm to the world After completing all three story paths Edward Roivas narrates a revelation all three paths are revealed to have occurred simultaneously in separate timelines One of Mantorok s spheres of influence happens to be chaos and with it the ability to subtly manipulate time and space It turned the other three Ancients against one another in mutual annihilation and merged the timestreams into one complete victory Now only Mantorok remains slowly dying Development Edit nbsp Director and producer Denis Dyack in 2003Eternal Darkness was developed by Canadian development studio Silicon Knights and published by Japanese game company Nintendo 5 It was directed and produced by Denis Dyack of Silicon Knights 6 The project s origins can be traced back to the mid 1990s when Nintendo staff saw Silicon Knights game Blood Omen Legacy of Kain 1996 at an E3 gaming convention Nintendo contacted Silicon Knights as they had been contemplating adding more mature games to their line up and the two companies began collaborating to produce Eternal Darkness 5 Silicon Knights s concept for the game was to create a horror game that did not fall under the survival horror genre 6 Dyack claims they went with a deeper more classical approach to horror calling it a psychological thriller as opposed to the B movie horror plots of the Resident Evil series 7 They also wanted to make a game in response to contemporary video game controversies Dyack explains Video games were under fire for messing with people s heads and being accused of being murder simulators and stuff So we thought wouldn t it be a good idea to make something that really does mess with people s heads 6 The development team borrowed inspiration from Edgar Allan Poe Lovecraftian horror and the Eternal Champion character concept by Michael Moorcock 6 Dyack a history buff also took examples of evil acts done throughout history to help create a believable world 6 The idea for the sanity system came from the tabletop role playing game Call of Cthulhu The concept was planned from the start but the sanity effects were challenging to implement and be approved by Nintendo 5 Dyack believed that Nintendo was worried players may interpret the sanity effects as an indication of faulty hardware 6 or may inadvertently cause damage to the hardware as a result of the effects 5 For example a player prompted with a message saying their memory card was being formatted may hastily take out the memory card from the system causing actual damage to it 5 Nintendo patented the sanity system in 2005 5 The game was originally in development for the Nintendo 64 N64 The team used 3D Studio Max for modelling and Photoshop for textures 5 It would have required a large capacity N64 Game Pak 7 including full voice recordings for cinematic sequences and a surround sound option 7 It would have supported but not required the N64 Expansion Pak accessory for additional memory 7 By 2000 much of development had been completed and it was presented and playable at industry trade shows However support for the Nintendo 64 was declining in anticipation for Nintendo s upcoming new home console the GameCube With several months remaining to finish the game Nintendo decided to move development over to the GameCube According to lead designer Ted Traver Nintendo wanted more games in its GameCube lineup and the cost of manufacturing cartridges was much higher than optical discs 5 For the transition of development to GameCube the rendering engine development tools sound and art assets all needed to be redone While the work was difficult the new hardware granted the team greater polygon rendering capacity and more memory for textures 5 It was originally planned to be a launch title but development was delayed 8 As development was concluding Nintendo sent game designers to Silicon Knights to help improve the gameplay 5 When the September 11 attacks occurred Silicon Knights opted to remove the character Joseph De Molay a Templar knight from the game The Templar knights were known for taking part in the Crusades spreading Christianity to the Middle East In the interest of not appearing offensive Joseph was replaced with an oil well firefighter and all Arab writing in texture images was removed The Middle Eastern environments were retained 5 Release EditEternal Darkness Sanity s Requiem was first released and published by Nintendo on June 24 2002 in North America October 25 in Japan and November 1 in Europe It was the first Nintendo published game to receive an M Mature rating from the Entertainment Software Rating Board ESRB the video game ratings board in North America All of their previously published games had lighter content ratings Short films Edit In 2002 Nintendo and Hypnotic a film entertainment company established a filmmaking contest in which contestants submitted ideas that would be later funded into short films if selected 9 Hypnotic also purchased the rights to produce a film or TV series based on the IP 10 The contest drew over 500 submissions 11 Ten finalists were selected and were granted 2 000 each to produce their respective short films The grand prize for the contest was 20 000 and was selected by a panel of industry experts The finalists were unveiled between May 23 and July 4 2002 12 The grand prize winner of the contest was Patrick Daughters for the film Unloved The viewer s choice award went to the film Cutting Room Floor by Tyler Spangler and Michael Cioni 12 Reception EditReviews and sales Edit ReceptionAggregate scoresAggregatorScoreGameRankings91 13 Metacritic92 100 14 Review scoresPublicationScoreEurogamer9 10 15 Famitsu32 40 16 17 Game Informer9 5 10 18 GameSpot9 4 10 19 IGN9 6 10 20 Eternal Darkness Sanity s Requiem received a near universal critical acclaim upon its release with aggregated review scores of over 9 10 at both GameRankings and Metacritic 13 14 Upon review IGN gave Eternal Darkness one of its Editor s Choice Awards 21 and in its review of the game stated Simply put an amazing achievement that shouldn t be overlooked Games do not come any better than this 22 Eternal Darkness sold less than half a million copies worldwide 23 In Japan the game has sold 17 748 copies as of December 31 2006 24 In Canada the game sold 20 000 copies 25 Awards Edit Eternal Darkness Sanity s Requiem was awarded Outstanding Achievement in Character or Story Development during the 6th Annual Interactive Achievement Awards it also received nominations for Console Game of the Year Outstanding Innovation in Console Gaming Outstanding Achievement in Sound Design and Outstanding Achievement in Art Direction 26 GameSpot named it the best video game of June 2002 27 At GameSpot s Best and Worst of 2002 it was awarded Best Sound on GameCube Best Story on GameCube and Best Graphics Artistic on GameCube 28 29 30 the game was also nominated for Best Music on GameCube Best Action Adventure Game on GameCube and Game of the Year on GameCube 31 32 33 GameSpy s Game of the Year Awards gave it their honorary Day of the Tentacle Cthulhu Award 34 Retrospective Edit In 2006 Nintendo Power ranked Eternal Darkness as the 101st top game on Nintendo systems 35 while the readers of IGN had it voted as the 96th best video game of all time on all systems 36 in 2009 Official Nintendo Magazine had it listed as the 48th best Nintendo game 37 The game was ranked as the seventh best game for the GameCube by X Play in 2006 38 as the fifth best GameCube game by IGN in 2007 39 as the tenth best GameCube game by ScrewAttack that same year 40 and placed fourth on the list of top GameCube games in the January 2009 issue of Game Informer Both X Play and Game Informer in 2007 in 2006 ranked it as the fifth scariest game of all time 41 42 In other lists ScrewAttack ranked the fake Corrupt Data sanity effect as the ninth top OMGWTF moment in gaming in 2008 40 while Alex Roivas was included among the 50 greatest heroines in video games by Tom s Games in 2007 43 and ranked as the 40th greatest heroine in video game history by Complex in 2013 44 Several retrospective articles demanded a follow up game IGN included Eternal Darkness on their 2008 list of horror franchises that should rise from the grave 45 GamesRadar included Eternal Darkness among the games with untapped franchise potential in 2009 46 and UGO included it on a similar list of games that need sequels in 2010 47 Legacy EditAlex Roivas makes a cameo appearance in the 2018 fighting game Super Smash Bros Ultimate as one of the many Spirits that players can collect The battle associated with Alex s Spirit sees the player needing to defeat Zero Suit Samus from the Metroid series as the screen is mirrored at random intervals 48 Cancelled sequel Edit In 2006 Dyack said absolutely yes in response to the question of a possible sequel He stated that Silicon Knights had intended for Eternal Darkness to be a stand alone game but they wanted to make more games set in the same universe involving the Ancients 49 50 At Microsoft s Spring 2008 Showcase Dyack said there was a strong chance they would return to the Eternal Darkness brand 51 In 2011 Silicon Knights said they were refocusing on one of their most requested titles for the next generation of consoles This combined with the fact that Nintendo had trademarked the title once again spawned rumors that an Eternal Darkness game would be a launch title for Nintendo s Wii U console 52 However the project was cancelled due to Silicon Knights legal troubles with Epic Games 53 Any possibility for a sequel from Silicon Knights ended in 2013 when Silicon Knights filed for bankruptcy and closed its offices 54 Nintendo has repeatedly renewed the Eternal Darkness trademark stirring rumors of sequels or re releases 55 56 57 58 Shadow of the Eternals Edit In May 2013 Precursor Games staffed by many former Silicon Knights members had begun a crowdfunding campaign on their website seeking 1 5 million to create a spiritual successor to Eternal Darkness under the title Shadow of the Eternals to be released for Microsoft Windows and Wii U 59 The game was to be released in twelve 2 4 hour long episodes with Dyack acting as the game s chief creative officer 60 61 62 The same month a secondary fundraising campaign was launched on Kickstarter aiming to receive 1 35 million within 36 days 63 64 Eventually being only halfway through their campaign in early June the company decided to shut down both funding campaigns whilst refunding all the accumulated money back to their contributors and promised to relaunch a new campaign a few weeks later They said this was to reveal a host of a new exciting opportunities that will make the game better than Precursor Games envisioned 65 Later in June Precursor s founding member and co designer of both Eternal Darkness and Shadow of the Eternals Kenneth McCulloch was arrested and pleaded guilty on charges of child pornography the studio immediately severed all ties with him 66 Another Kickstarter campaign was launched in July aiming for a 750 000 goal this time Instead of twelve episodes the game was intended to be released as one 8 10 hour experience 67 The game would follow detective Paul Becker as he investigated a gang massacre in Louisiana and uncovered the truth about the Eternals It would span over 2500 years of history in Hungary England Egypt and the United States 59 68 69 In creating the look of the game Precursor Games purchased art assets from Silicon Knights which were going to be used in the Eternal Darkness sequel Though Nintendo still owns the rights to Eternal Darkness and the patent for the game s unique Sanity Meter Precursor Games was in communication with Nintendo who was supportive of the project 70 In September Shadow of the Eternals was delayed indefinitely due to a lack of funding 71 72 The Escapist described the multiple failed crowdfunding campaigns as a circus and demonstrated a lack of faith in the developers 73 Kyle Hilliard of Game Informer wrote that he was not surprised the game was put on hold as it has been plagued with issues since its first announcement 74 In October 2014 Dyack had created a new entertainment company Quantum Entanglement Entertainment One of the company s first projects was to relaunch the development for Shadow of the Eternals Dyack was also considering Shadow of the Eternals as a film and television property 75 In January 2018 QEE was quietly shut down and the production of Shadow of the Eternals was cancelled Dyack renamed the company as Apocalypse Studios and announced a new role playing game titled Deadhaus Sonata 76 77 Dyack described it as combining elements of his previous games including Lovecraftian overtones from Eternal Darkness 78 References Edit Phillips Tom September 29 2013 Shadow of the Eternals dev Precursor Games disbands EuroGamer Retrieved September 12 2018 United States Patent 6 935 954 Sanity system for video game Tieryas Peter October 25 2017 The Literary Horror Of Eternal Darkness Kotaku Retrieved December 22 2020 Eternal Darkness Silicon Knights 2002 Pious Augustus Aeons have passed since then and I have learned much The following lines vary depending on which artifact the player chose via Augustus Pious Augustus Chattur gha s power filled me invigorating my dead body With a touch I could level buildings rend the ground asunder and channel power such as mortal men could only dream Pious Augustus I was once as naive as a child but now my mind is sharp With the power of Xel lotath I can now read the thoughts of others and make them raving mad with a mere suggestion Pious Augustus All at once I understood The forces of the multiverse all made sense under the transcending power of Ulyaoth No mountain too high No city too far Pious Augustus Face me and you shall surely perish a b c d e f g h i j k The Making Of Eternal Darkness Sanity s Requiem Nintendo Life October 28 2015 Retrieved April 21 2023 a b c d e f Drake Shannon August 29 2006 There s a Lot More to Tell The Escapist Retrieved April 21 2023 a b c d IGN Staff May 4 2000 Talking with Silicon Knights IGN Retrieved April 21 2023 Bettenhausen Shane May 2006 God Complex Electronic Gaming Monthly No 203 Ziff Davis Media Inc p 77 Nintendo s Eternal Darkness Film Contest Gaming Edge Archived from the original on May 18 2011 Eternal Darkness TV Show or Movie IGN June 27 2003 Jonathan Metts Eternal Darkness Films Contest This Week Nintendo World Report a b Billy Berghammer Eternal Darkness Films Contest Winner Announced Nintendo World Report a b Eternal Darkness Sanity s Requiem Reviews GameRankings Retrieved December 27 2008 a b Eternal Darkness Sanity s Requiem cube 2002 Reviews Metacritic Retrieved April 24 2011 Tom Bramwell November 1 2002 Eternal Darkness Sanity s Requiem Review Eurogamer Retrieved June 14 2009 ニンテンドーゲームキューブ エターナルダークネス 招かれた13人 Weekly Famitsu No 915 Pt 2 Pg 100 June 30 2006 Kontul Christian October 16 2002 News Newest Famitsu scores GamesAreFun Archived from the original on January 26 2009 Retrieved December 27 2008 Chet Barber Eternal Darkness Sanity s Requiem Game Informer Archived from the original on May 9 2005 Retrieved June 14 2009 Shane Satterfield June 25 2002 Eternal Darkness Sanity s Requiem Review GameSpot Retrieved June 14 2009 Matt Casamassina June 21 2002 Eternal Darkness Sanity s Requiem Review IGN Retrieved June 14 2009 IGN staff IGN com Editors Choice Awards IGN com Archived from the original on December 29 2005 Retrieved December 21 2008 IGN staff June 21 2002 ETERNAL DARKNESS SANITY S REQUIEM REVIEW IGN com Retrieved February 18 2015 Haines Rob March 9 2014 Eternal Darkness Sanity s Requiem retrospective Eurogamer Gamer Network Retrieved March 10 2014 Nintendo GameCube Japanese Ranking Japan GameCharts com Archived from the original on April 9 2008 Retrieved December 21 2008 Nintendo opens up huge market National Post October 21 2002 p 39 Retrieved March 17 2022 via Newspapers com AIAS Annual Awards Academy of Interactive Arts amp Sciences Archived from the original on December 20 2008 Retrieved December 21 2008 The Editors of GameSpot VG July 5 2002 Video Game of the Month June 2002 GameSpot Archived from the original on August 22 2003 GameSpot staff Best Sound on GameCube GameSpot com Retrieved December 21 2008 GameSpot staff Best Story on GameCube GameSpot com Archived from the original on August 12 2004 Retrieved December 21 2008 GameSpot staff Best Graphics Artistic on GameCube GameSpot com Retrieved December 21 2008 GameSpot staff Best Music on GameCube GameSpot com Retrieved December 21 2008 GameSpot staff Best Action Adventure Game on GameCube Nominees GameSpot com Retrieved December 21 2008 GameSpot staff Game of the Year on GameCube Nominees GameSpot com Archived from the original on December 3 2008 Retrieved December 21 2008 GameSpy s Game of the Year Awards 2002 GameSpy com Archived from the original on January 13 2009 Retrieved December 21 2008 NP Top 200 Nintendo Power No 199 January 2006 Readers Picks Top 100 Games 91 100 IGN com Archived from the original on February 8 2012 Retrieved December 21 2008 East Tom February 23 2009 100 Best Nintendo Games Part 3 Official Nintendo Magazine Archived from the original on February 25 2009 Retrieved November 29 2009 The Best and Worst of GameCube X Play Episode Episode 6072 June 28 2006 G4 Archived from the original on August 29 2006 IGN GameCube Team March 16 2007 The Top 25 GameCube Games of All Time IGN com Retrieved December 21 2008 a b ScrewAttack Video Game ScrewAttacks GameCube Farewell Top Ten GameCube Games GameTrailers com ScrewAttack s Top 10 The top 10 scariest moments in gaming Game Informer 174 October 2007 36 The Scariest Games Of All Time Episode X Play 6111 Archived from the original on March 3 2016 Rob Wright The 50 Greatest Female Characters in Video Game History Tom s Games February 20 2007 Rougeau Michael March 4 2013 50 Greatest Heroines In Video Game History Complex Retrieved March 24 2013 IGN staff October 28 2008 Horror Franchises That Should Rise From The Grave IGN com Retrieved December 21 2008 123 games with untapped franchise potential GamesRadar US April 30 2009 25 Games That Need Sequels Archived March 7 2013 at the Wayback Machine UGO com November 23 2010 What are spirits Super Smash Bros Ultimate Official Website Patrick Klepek Eternal Darkness Universe May Expand 1UP com Archived from the original on July 20 2006 Silicon Knights Creating Universes Blog 10 Archived from the original on February 13 2011 Retrieved July 9 2019 McElroy Justin May 14 2008 Dyack Strong chance that Eternal Darkness will return JoyStiq com Retrieved December 21 2008 Marrs Ross November 2 2011 Silicon Knights to Refocus On One of Its Most Requested Titles cubed3 com Retrieved November 3 2011 Brian Sipple December 13 2012 Too Human 2 amp 3 Eternal Darkness 2 Among Silicon Knights Cancellation Graveyard Game Rant Retrieved July 9 2019 Crecente Brian May 9 2013 Silicon Knights unloads property closes office continues battle with Epic Games Polygon Vox Media Retrieved July 9 2019 Andy Green March 17 2013 Nintendo Renews Eternal Darkness Trademark Nintendo Life Retrieved July 9 2019 Makuch Eddie July 29 2013 Nintendo files new Eternal Darkness trademark GameSpot CBS Interactive Retrieved July 9 2019 Mahmoud Mustafa June 15 2020 Nintendo abandons its Eternal Darkness trademark KitGuru Retrieved June 30 2020 Rumor Eternal Darkness Switch Game Possibly in the Works Game Rant August 9 2020 Retrieved August 13 2020 a b Andrew Goldfarb May 6 2013 Eternal Darkness Spiritual Successor Shadow of the Eternals Headed to Wii U PC IGN Jordan Mammo May 4 2013 Nintendo Wii U Games Classic Eternal Darkness From GameCube Getting Sequel Via Crowdfunding Video iTech Post Is an Eternal Darkness Sequel Really Coming Nintendo Fuse Archived from the original on May 7 2013 Shadow of the Eternals Announced as Spiritual Successor to Eternal Darkness Sanity s Requiem NintendoFuse Archived from the original on August 17 2013 Conditt Jessica May 13 2013 Shadow of the Eternals gets a secondary Kickstarter campaign Joystiq Retrieved August 10 2013 Carmichael Stephanie May 13 2013 Shadow of the Eternals campaign splits in two as it launches on Kickstarter GameZone Retrieved August 10 2013 Latshaw Tim June 5 2013 Darkness Falls Early For Shadow Of The Eternals Nintendo Life Retrieved August 10 2013 Makuch Eddie June 28 2013 Shadow of the Eternals dev arrested on child porn charges GameSpot Retrieved November 15 2013 Shadow of the Eternals by Precursor Games Kickstarter Cowan Danny May 10 2013 Nine minutes of Shadow of the Eternals gameplay revealed Joystiq Retrieved August 10 2013 Adam Gauntlett The Escapist News Shadow of the Eternals Crowdfunding Kicks Off With Gameplay Escapistmagazine com Retrieved August 10 2013 Chris Kohler Precursor Games Bought Art Assets From Eternal Darkness Developer Silicon Knights Wired Dyer Mitch September 30 2013 Shadow of the Eternals Delayed Indefinitely IGN Retrieved November 15 2013 Farokhmanesh Megan September 29 2013 Shadow of the Eternals put on hold Polygon Retrieved November 15 2013 Ian Davis Shadow of the Eternals Placed On Ice The Escapist Escapistmagazine com Archived from the original on September 30 2013 Retrieved November 15 2013 Pligge Zachary September 29 2013 Precursor Games Halts Shadow Of The Eternals Development News www GameInformer com Retrieved November 15 2013 Stein Zack October 30 2014 Denis Dyack Announces New Entertainment Company IGN Ziff Davis Retrieved November 2 2014 McCaffrey Ryan October 24 2018 DEADHAUS SONATA ANNOUNCED FROM ETERNAL DARKNESS LEGACY OF KAIN CREATOR DENIS DYACK IGN Retrieved December 2 2018 Dyack Denis About Apocalypse Studios Retrieved December 2 2018 Byrd Matthew March 26 2019 Deadhaus Sonata Gameplay Teaser Trailer Den of Geek Retrieved June 25 2019 External links Edit nbsp Wikiquote has quotations related to Eternal Darkness Eternal Darkness Sanity s Requiem at MobyGames Eternal Darkness Sanity s Requiem at IMDb Portals nbsp History nbsp Speculative fiction Horror nbsp Video games nbsp Speculative fiction Retrieved from https en wikipedia org w index php title Eternal Darkness amp oldid 1176029274, wikipedia, wiki, book, books, library,

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