The concept behind Eternal Darkness is one I've found intriguing since first mention, and I can see glimpses of the fully realized vision in what was released, but the execution is quite unfortunately marred by what I consider poor pacing and balance issues. Still, I think many of its ideas should be remembered and retried and I would love to see some successor some day perfect the framework Silicon Knights established back in 2002.

This game gets a lot right on the fundamentals: the sound is moody and the use of stereo effects is laudable; the art is effective, cohesive, and distinct; the composition is creative and theme appropriate; and even more than all those the game actually feels nice to play while still clearly being an Adventure game first.

The narrative is probably one of the weaker parts but that seems to depend on how you feel about horror. Personally, I find Lovecraftian horror loses almost all of its distinct allure once you can stab your way back to sanity—so it was a bit of a wash for me. I'd say, "But at least it didn't get in the way of gameplay too much," but that's actually part of my biggest criticism of the game.

The game has too much (uninteresting) gameplay.

While the gameplay mechanics are polished and smooth, what they are not is balanced or deep. By 3-4 chapters into the 12 chapter affair you've seen all of the puzzles, spells, and enemy types you're going to be tackling with slight alterations of for 95% of the runtime.

There are a few suprises and new things later on, but by the time they show I had already become a well oiled machine on the combat and spell casting side, and the challenge faced by most of the puzzles was not in working out a solution but in even realizing the game had a puzzle for you in the first place. Often it would drop vague "hints" after 3-4 unrelated challenges since you briefly glimpsed whatever environment the hint pertained to, and so all that information would just get lost entirely.

The amount of unique content in the game isn't really the problem here, though, the problem I see is how it's doled out. Through the 11-12 hours you spend playing, hardly 5 minutes goes by without encountering yet-another-group-of-zombies. After chapter 3, resource management becomes entirely trivialized by the magic system. You almost always have access to an effective melee weapon for dealing with standard enemies, meaning all the special weapons are easily saved for the few powerful baddies. You see the same baddies so many times that there's no way you won't get efficient at killing them.

What is horrifying is often correlated to what is unknown, and Eternal Darkness will not let things stay unknown. You will pass through the trapped room until you're memorized the layout. You will fight the big boi until you've got a perfect kill routine. You will solve Red/Green/Blue puzzles like you're studying for a programming interview.

I haven't really meant to rag on the game this much. I'm fairly convinced my experience is largely a matter of my perspective on the genre, but I think I'm just really upset at how pointless the "Sanity" mechanic ended up being.

It seems so promising early on, but then they do two horrible, horrible things to it: directly tie it to health so you're pressured into keeping it topped off since it drains so quickly; and make it trivial to top off with a cheap spell (even mid fight if you're quick). I can count on one hand the number of times I remember seeing the "Insanity Events" this game is lauded for. Three of them were before chapter 3.

If there was a difficulty option, I swear I picked Hard but now I feel unsure.

I wish I had more to say about the game, but sadly I feel like I experienced it as one would a play from backstage. I can see the actors putting in a lot of effort that could make a fun show, but I definitely did not experience the vision as intended.

Reviewed on Nov 09, 2023


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