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NWR Interactive => Podcast Discussion => Topic started by: NWR_Lindy on February 21, 2009, 04:31:33 PM

Title: RFN RetroActive Discussion (Game #3: Eternal Darkness)
Post by: NWR_Lindy on February 21, 2009, 04:31:33 PM
This thread is for discussion of RFN RetroActive game #3, Eternal Darkness (GCN).

Ooooh...scary!
Title: Re: RFN RetroActive Discussion (Game #3: Eternal Darkness)
Post by: Stratos on February 22, 2009, 01:36:05 AM
I still have my old save file where I beat the game three times in a row the get the final ending. I'm thinking about playing again off of that file because if I remember right it just loops back around if you start it a fourth time.
Title: Re: RFN RetroActive Discussion (Game #3: Eternal Darkness)
Post by: Dasmos on February 22, 2009, 08:11:24 AM
So I played this for like 2 hours and got to some Amazon area with some chick, I then died. I hadn't saved at all yet, but I figured it wouldn't matter. But after I died it didn't give me any option to continue from where I was and I ended up going back to the title screen having to start from scratch.

Please tell me why I should start again in this pretty mediocre game, does it get better? Do I ignore the horrible gameplay to go through the story or what?

From what I've played I just don't get why this game was so well received.
Title: Re: RFN RetroActive Discussion (Game #3: Eternal Darkness)
Post by: TJ Spyke on February 22, 2009, 05:28:00 PM
I rented the game twice from Blockbuster Video back when it came out, but never manage to beat the game. From what I played though I enjoyed. The insanity effects were nice and pretty unique at the time.
Title: Re: RFN RetroActive Discussion (Game #3: Eternal Darkness)
Post by: gojira on February 22, 2009, 06:34:13 PM
Then:  I bought Eternal Darkness on day 1 because I had eagerly anticipated a mature game coming to the Gamecube for some time.  And for me it really didn't disappoint.  I played through the game all three times back to back to back.  From what I remember it definitely had some artificial time padding issues at the end, but it's the only game I've ever played through multiple times in a row like that.

Now:  I've just played through the first couple of levels and I still really enjoy it.  I've barely scratched the surface when it comes to the insanity effects, but it's still fun.  The combat may be simple, but the ability to choose parts of the body to attack does keep it from being boring.  Alex Roivas is probably one of the better female characters in video games that never gets mentioned.
Title: Re: RFN RetroActive Discussion (Game #3: Eternal Darkness)
Post by: Stratos on February 22, 2009, 07:19:53 PM
I think it would be neat if we compare favorite playable characters since there are so many. Maybe have a vote or something. It would be a fun topic to have discussed on the podcast.
Title: Re: RFN RetroActive Discussion (Game #3: Eternal Darkness)
Post by: Mop it up on February 22, 2009, 07:48:31 PM
I've got a bit of an interesting story involving this game. Almost the day this game was released, I purchased it for reasons I don't recall. Not once did I ever play it, and I ended up selling it last year. I had taken off the shrink wrap though, so I didn't get much for it.

This post fails because that was not really a story, nor was it interesting.
Perhaps the discussion which is taking place here will inform me of whether or not this is a game I would have enjoyed.
Title: Re: RFN RetroActive Discussion (Game #3: Eternal Darkness)
Post by: Stratos on February 22, 2009, 08:11:18 PM
It's a shame you didn't wait a year so you could still have it to play.
I've sold several games I regret now. In fact, every game I ever sold I regret selling for one reason or another. Especialy the Gamecube Harvest Moon. Both of my sisters (and therefore my Mom since they whined to her) were upset at me about that one.

Just remembered two I don't regret selling: Quest 64 and Star Wars: Bounty Hunter. Those are it.
Title: Re: RFN RetroActive Discussion (Game #3: Eternal Darkness)
Post by: Jonnyboy117 on February 23, 2009, 12:36:21 AM
Just a reminder -- we are taking next week off from doing RetroActive on the show, so you have plenty of time to play the game and discuss it here before we start sampling the thread for comments to be read on the show.  You could also consider this "time out for the new Puzzle Quest and/or Dragon Quest V".

Dasmos: I think you should give it another shot.  For one thing, playing through the first two hours can be somewhat different the second time, if you choose a different artifact in the first chapter.  And the game improves as you go, especially as the characters come from more modern and recognizable eras of history.  The magic (err... "magick") system turns out to be really interesting once you acquire a handful of runes for experimentation.  And the combat changes quite a lot once you start playing as characters with guns.  Just remember to save often!
Title: Re: RFN RetroActive Discussion (Game #3: Eternal Darkness)
Post by: BeautifulShy on February 23, 2009, 05:00:15 PM
I agree with Jonny. Dasmos it gets better.Here are the 3 choices you get in the begining.Blue: When you start with Blue the enemys take away a little bit of your magic.This is actually easy to remidy.Just walk around for a while and your magic will return.Blue I find is the easiest.
Green: When the enemy hits you you lose some sanity.When the green bar is empty and you get hit you lose life.Also lots of weird things happen when the green bar is low.I find the Green path medium in difficulty.
RED:I find is the hardest to start on. Every hit you lose life. The enemys are tougher.
Title: Re: RFN RetroActive Discussion (Game #3: Eternal Darkness)
Post by: Jonnyboy117 on February 23, 2009, 05:22:10 PM
I'm going to take the green path so I'll see more insanity effects.
Title: Re: RFN RetroActive Discussion (Game #3: Eternal Darkness)
Post by: BeautifulShy on February 23, 2009, 05:52:38 PM
I was reading one of my NP and someone was hooking up a surround system.This person asked what was some good games that would sound nice with surround sound.
NP answered with F Zero GX and Eternal Darkness.For those that take the green path I recommend you hook up a surround sound set up.
Title: Re: RFN RetroActive Discussion (Game #3: Eternal Darkness)
Post by: gojira on February 24, 2009, 12:12:50 PM
The sound really is a fantastic part of the game.  There's a character who has the same name as me (Michael).  And in his level you can hear it whispered in the background.  That is creepy as hell.
Title: Re: RFN RetroActive Discussion (Game #3: Eternal Darkness)
Post by: Stratos on February 24, 2009, 05:41:00 PM
My favorite scene in the entire game includes a bathtub...hehe.
Title: Re: RFN RetroActive Discussion (Game #3: Eternal Darkness)
Post by: gojira on February 24, 2009, 08:04:28 PM
The bathtub scene really got me.  It was especially effective because I missed it the first time through.  I totally wasn't expecting it when it happened.
Title: Re: RFN RetroActive Discussion (Game #3: Eternal Darkness)
Post by: Stratos on February 24, 2009, 08:41:18 PM
Every time I play this scene gets me. Even when I remember to expect it.
Probably as good as the Licker scene from RE2 in the police station interrogation room.
Title: Re: RFN RetroActive Discussion (Game #3: Eternal Darkness)
Post by: GoldenPhoenix on February 24, 2009, 08:47:51 PM
I remember that bathtub scene! It was really the only thing that startled me in the game, which was fine because I prefer psychological scares that creep you out more then "boo" scares like RE likes to do.
Title: Re: RFN RetroActive Discussion (Game #3: Eternal Darkness)
Post by: Flames_of_chaos on February 24, 2009, 10:12:33 PM
Clearly one of my favorite games in the Gamecube era, in my save file I completed the game 3 times to get the secret ending and then I played a 4th time focusing on getting the "hidden" Mantorok rune. My favorite aspect of the game is how you play characters from the Roivas lineage to defeat the evil that the Roman Centurion unleashed upon the world, the final boss was awesome because it had a epic feeling once you saw the spirits of the dead helping you to defeat Pious. This game is one of the most satisfying games I have ever played and once I played Silicon Knight's first attempt at a Xbox 360 game I really felt depressed of how SK went from Eternal Darkness which is just amazing to Too Human which in my eyes is utterly mediocre and boring.
Title: Re: RFN RetroActive Discussion (Game #3: Eternal Darkness)
Post by: AV on February 25, 2009, 09:33:31 PM
 I remember I picked up this game and I loved the insanity effects. I remember i was showing off the game  to some friends and they were not impressed. They liked chopping people up but found it boring than a famous insanity effect appeared.   Blue screen of death    

My friends were screaming "this game sucks" and "gamecube sucks" they were overall shocked because major bug would be in the game. They were ready to reset the GAMECUBE than the insanity effect stopped. They all gasped and laughed at themselves because the game tricked them. All those friends at the time were hackers and this insanity effect really hit a nerve with them and they were seriously impressed. I tried to contain my laughter and play it cool because I knew it was an insanity effect.

 The other insanity effect that really hit a nerve with my personally was Save date is being deleted .

I totally bought that was happening and seriously freaked out and jumped out of bed. Since Turok 2 I always was anal about things like that. Stupid save points that were so far between. I hated to die trying to get into a save point like I have done many times.

The final insanity effect that really got me going was spell not working and killing me That really angered me and was totally unexpected.

The rest of the insanity effects were pretty neato but I knew they were fake so I didn't buy them. I really enjoyed the game I just wish they had more replay value and longevity. The voice acting in the game is amazing FYI.

The professor reminded me allot of the one in TV show sliders and I liked it.
Title: Re: RFN RetroActive Discussion (Game #3: Eternal Darkness)
Post by: GoldenPhoenix on February 26, 2009, 02:30:32 AM
Is the color scheme really necessary Adolph?
Title: Re: RFN RetroActive Discussion (Game #3: Eternal Darkness)
Post by: TheYoungerPlumber on February 26, 2009, 02:39:13 AM
Only if he's trying to simulate some sort of 3D glasses effect.
Title: Re: RFN RetroActive Discussion (Game #3: Eternal Darkness)
Post by: Stratos on February 26, 2009, 07:17:32 AM
I actually thought he was going for the colors of the ancients in the game, but there was no green nor purple.
Oh, Mantorok, great guardian of the Ancients, will thou ever have a new Eternal Darkness game, since you alone remain, slowly dying? Or are there other Ancients we have yet to see?
Title: Re: RFN RetroActive Discussion (Game #3: Eternal Darkness)
Post by: Pale on March 03, 2009, 04:57:46 PM
I like the pretty colors. :)

May the rats eat your eyes!
Title: Re: RFN RetroActive Discussion (Game #3: Eternal Darkness)
Post by: Stratos on March 03, 2009, 05:07:16 PM
The darkness comes!

His level is probably one of my favorites in the game.
I need to read more Lovecraft.

It will damn us all!
Title: Re: RFN RetroActive Discussion (Game #3: Eternal Darkness)
Post by: Jonnyboy117 on March 03, 2009, 10:40:19 PM
Whoo, I'm finally playing it!  The music is really great.  I jumped a little the first time a torch popped.

What do you all think of the Latin turning into English?
Title: Re: RFN RetroActive Discussion (Game #3: Eternal Darkness)
Post by: BeautifulShy on March 03, 2009, 10:42:55 PM
My favorite stage would have to be Peter Jacob's level.The battle versus the Greater Guardians were one of my faves in the game.

Jonny I liked how they did it that.
Title: Re: RFN RetroActive Discussion (Game #3: Eternal Darkness)
Post by: Stratos on March 03, 2009, 10:59:53 PM
Whoo, I'm finally playing it!  The music is really great.  I jumped a little the first time a torch popped.

What do you all think of the Latin turning into English?

I always thought that was a really cool effect. I know it's been done in movies and such before, but that was the first time I saw something like it in a game.

I know what you mean about the jumpiness. When I'm first looking through the mansion at the beginning I'm already paranoid and any creepy noise makes me tense. It probably also has something to do with me only playing it at night and in complete darkness.
Title: Re: RFN RetroActive Discussion (Game #3: Eternal Darkness)
Post by: Jonnyboy117 on March 04, 2009, 04:07:01 PM
The recent movie Valkyrie has Tom Cruise transitioning from German to English in the beginning.  I think it's very well done.
Title: Re: RFN RetroActive Discussion (Game #3: Eternal Darkness)
Post by: Jonnyboy117 on March 06, 2009, 03:43:17 AM
FYI everyone, we've delayed the on-air Eternal Darkness discussion by one more week, in order to focus on the 10th anniversary of the website.  So if you still haven't started playing, it's not too late to keep up!  So far I'm a little disappointed in the slowness of this thread, especially after it won the poll so overwhelmingly.
Title: Re: RFN RetroActive Discussion (Game #3: Eternal Darkness)
Post by: Stratos on March 06, 2009, 04:22:50 AM
Maybe people have been waiting for the first podcast and then they would chime in after hearing your thoughts on there?

I've been slowly getting through the game and I will try to step up my comments a bit.
On that note-

I have been struck by the game's theme of dying heroes. Many of these characters you play as face grisly and horrifying deaths. I remember the first time I played as the Cambodian girl I was shocked and in denial of her death for half the game. I kept thinking she would make a comeback at some point and not truly be dead. The build up for the 'fight' in Paul's level is an amazing shock as well. There is a point that Silicone Knights is making here that heroes die and sacrifices are made for both a higher good and also in waste. In most videogames the lead character you play as never has a fear of perishing. Sure you can mess up, die and have to start over, but there is not typically a point where your main character is permanently terminated. You kill the Prince in Sands of Time and he says 'No, that's not how it went," and you go back to try again for the 'right way'. Yet even if your character does die, he is typically revived (a la Chrono Trigger). Not so in Eternal Darkness for you quickly realize that characters can and will die. You begin to wonder when and how any of your characters will meet their end. You lose your sense of safety that a typical game grants you. Combine that with the sanity effects and you may think a hallucinated death is the real deal and the end of that chapter.  Eventually you wonder if Alex will meet a similar fate so another character like the detective could take up the mantle of Chose One.

To quote author Aaron Allston, "putting characters in danger and then never killing any of them, or at least any of the important ones, robs a series of any tension."

Jumping off my Star Wars author reference, it's similar to what they did in the New Jedi Order series of Star Wars novels. In the first one they kill a very important character from the movies because people always assumed that the main heroes are immortal. Immortal characters will make for boring stories eventually.
Title: Re: RFN RetroActive Discussion (Game #3: Eternal Darkness)
Post by: GoldenPhoenix on March 06, 2009, 04:58:19 AM
Jonny it could also be that the game is a bit longer then Luigi's Mansion or Dynamite Headdy. Though I do have to say I am HAPPY for the delay because I haven't started yet!
Title: Re: RFN RetroActive Discussion (Game #3: Eternal Darkness)
Post by: TheYoungerPlumber on March 06, 2009, 05:00:06 AM
My favorite insanity effect from when I first played the game was the volume getting turned down. I'm sure to many it was an obvious insanity effect, but I just so happened to be playing on a television that had an identical-looking volume control display, and squirmed in my seat trying to find the remote I was sitting on until I realized IT WASN'T HAPPENING!

I recall being disappointed with the final part of the game. Instead of the giant battle I had anticipated, I was running around a confusing building essentially pushing switches. Yeah, I guess there's a boss battle, but it felt anti-climactic, especially after the build-up to the subterranean city was done so well.

While I like the game, I'm not a fan of the save system. I knew well enough to save often, but the PC-like save system allowed me to screw myself over once or twice. It's easy to forget to save when you're really into the story progression, and the game doesn't remind you, even between chapters. What's worse, if you save with low health, you can set yourself up for a painful, uphill battle--especially if you aren't yet able to heal. I remember bitterly having to jump back to a save file from two chapters earlier just because I couldn't finish the current level with my minimal remaining health and sanity.
Title: Re: RFN RetroActive Discussion (Game #3: Eternal Darkness)
Post by: GoldenPhoenix on March 06, 2009, 05:09:25 AM
Quote
I recall being disappointed with the final part of the game. Instead of the giant battle I had anticipated, I was running around a confusing building essentially pushing switches. Yeah, I guess there's a boss battle, but it felt anti-climactic, especially after the build-up to the subterranean city was done so well.

That actually seems to be a trend in quite a few games now.
Title: Re: RFN RetroActive Discussion (Game #3: Eternal Darkness)
Post by: Pale on March 06, 2009, 10:42:39 AM
My favorite insanity effect by far is the Controller Disconnected one.

I think the effectiveness of this was amplified by the fact that Eternal Darkness came out at the same time as the wavebird and as such it was one of the first games I played using it. That left the door open for me to be really stressed out.
Title: Re: RFN RetroActive Discussion (Game #3: Eternal Darkness)
Post by: vudu on March 06, 2009, 01:41:30 PM
So far I'm a little disappointed in the slowness of this thread, especially after it won the poll so overwhelmingly.

Proof that just because something wins a popularity doesn't mean it's the best choice.  ;D

My theory regarding why participation is so low is because GameCube games share a lot of the same traits that current generation games do.  If I want to play a third-person action/adventure game there are tons of choices available on Wii, PS3 and 360.  But if I want to play a 2D platformer or an old-school SRPG there aren't quite so many options.

People aren't going to stop playing new games so if they want to participate in RetroActive they'll be playing two games at once.  Why play two games that give a very similar experience?  I'd much rather play a current generation game in tandem with something I can't get from a current-gen retail release.
Title: Re: RFN RetroActive Discussion (Game #3: Eternal Darkness)
Post by: GoldenPhoenix on March 06, 2009, 01:48:08 PM
Where are all these games like Eternal Darkness? I must know.
Title: Re: RFN RetroActive Discussion (Game #3: Eternal Darkness)
Post by: vudu on March 06, 2009, 02:12:17 PM
Third-person action/adventure games?  They're everywhere.  MadWorld, Deadly Creatures, De Blob, Super Mario Galaxy, Twilight Princess, Okami, MGS4, Ninja Gaiden, etc.

I'm not saying these games are exactly like Eternal Darkness, but they all fit into the same high-level category.

Meanwhile, how many console games are there that are in the same category as Super Ghouls 'N' Ghosts (i.e. 2D platformers)?  Warioland Shake It, LBP, Super Paper Mario, ... is that it?
Title: Re: RFN RetroActive Discussion (Game #3: Eternal Darkness)
Post by: Jonnyboy117 on March 06, 2009, 02:33:52 PM
Sorry, I think ED has more in common with PC-style adventure games from the early 90s.  It has obvious similarities with Resident Evil, but I think the contrast between them is more interesting.  It's NOTHING like Ninja Gaiden or de Blob.
Title: Re: RFN RetroActive Discussion (Game #3: Eternal Darkness)
Post by: GoldenPhoenix on March 06, 2009, 03:15:53 PM
Third-person action/adventure games?  They're everywhere.  MadWorld, Deadly Creatures, De Blob, Super Mario Galaxy, Twilight Princess, Okami, MGS4, Ninja Gaiden, etc.

I'm not saying these games are exactly like Eternal Darkness, but they all fit into the same high-level category.

Meanwhile, how many console games are there that are in the same category as Super Ghouls 'N' Ghosts (i.e. 2D platformers)?  Warioland Shake It, LBP, Super Paper Mario, ... is that it?

There are plenty of 2D games that are similar to SGNG. Sounds like you are saying if a game is 3D it is in the same genre.
Title: Re: RFN RetroActive Discussion (Game #3: Eternal Darkness)
Post by: vudu on March 06, 2009, 03:26:08 PM
There are plenty of 2D games that are similar to SGNG.

Name plenty available at retail on current generation consoles.
Title: Re: RFN RetroActive Discussion (Game #3: Eternal Darkness)
Post by: Jonnyboy117 on March 08, 2009, 12:59:23 PM
Okay, let's keep this thread on-topic!
Title: Re: RFN RetroActive Discussion (Game #3: Eternal Darkness)
Post by: BeautifulShy on March 08, 2009, 01:02:05 PM
One of the things that made me get this was it's unique Insanity effects. I don't think another game has replicated it yet.
Title: Re: RFN RetroActive Discussion (Game #3: Eternal Darkness)
Post by: Flames_of_chaos on March 08, 2009, 06:20:03 PM
One of the things that made me get this was it's unique Insanity effects. I don't think another game has replicated it yet.

I believe that is because Nintendo has patented Eternal Darkness' sanity effects system but don't quote me on that. 
Title: Re: RFN RetroActive Discussion (Game #3: Eternal Darkness)
Post by: Stratos on March 08, 2009, 06:34:22 PM
One of the things that made me get this was it's unique Insanity effects. I don't think another game has replicated it yet.

I believe that is because Nintendo has patented Eternal Darkness' sanity effects system but don't quote me on that.

It is true, so go ahead and quote him.   ;)
That's also why I believe that the unnamed psychological thriller that Silicone Knights is making for will will have them because they are probably working on it with Nintendo.
Title: Re: RFN RetroActive Discussion (Game #3: Eternal Darkness)
Post by: Sundoulos on March 10, 2009, 01:31:30 AM
I rented this game once or twice, and there was a lot to appreciate about the design.  The atmosphere and sanity effects in the game were impressive.  This game also freaked me out in ways that Resident Evil never did (or could). 

Stratos' comments reminded me of something.   One reason I've never been able to get into this game on a long-term basis is that it's so grim; continually watching so many of the characters come to a bad end in most of the chapters gradually decreased my interest. I recognize that it was a bold and fresh move on the part of Silicon Knights; however, this wasn't narrative decision that I really appreciated as a gamer.  I was never able to bring myself to care enough to finish the game.    Still, I don't really need or want a game to remind me that personal sacrifice sometimes goes to waste;  I've seen too many examples and reminders of that in real life already.  As the plot of ET went on, I often found myself wondering why I continued to play it.

I realize that this is a matter of personal preference; I don't really like excessively grim stories in any form of entertainment...mostly because watching suffering, fictional or otherwise, usually really bothers me.   One reason that I've always loved old-school adventure and platforming games is that I've always enjoyed the idea of being able to perform superhuman feats, beat the odds or otherwise make some sort of lasting difference in a fictional world, even though I know that it's a formula that's been repeated ad nauseam since the dawn of adventure gaming. 

It's not that I just like my games to poop rainbows and puppies; I like serious games with narrative weight.  For example, I like Ico and absolutely adore Shadow of the Colossus, but  both of those games have grim, or at least very melancholy, tales at their core.   I suppose that Eternal Darkness just pushed the envelope a bit too far for me.

That being said, my favorite level by far was the level with Dr. Lindsey, mostly because of the Indiana Jones-type  elements in both the character and his level.  I think that's also because I realized that I wished the rest of the game had been more like that level.  The shotgun was awesome, and I suppose it was one of the few times I felt like I was kicking butt.  Of course, that probably just means that I sucked at the game.  I'll also note that Dr. Lindsey is one of the few characters that doesn't seem to come to a horrific end; it was a nice break from the normal pace of the game.
Title: Re: RFN RetroActive Discussion (Game #3: Eternal Darkness)
Post by: BeautifulShy on March 10, 2009, 01:57:54 PM
Sundoulos yeah it has somewhat depressing that nearly everybody died but it was a struggle for survival that intriged me. It was the chance that good could overcome evil. The chance to survive was in present time learning of the past exploits of the people fighting this evil.I really liked how SK brought that out in the game.
Title: Re: RFN RetroActive Discussion (Game #3: Eternal Darkness)
Post by: Stratos on March 11, 2009, 03:10:34 AM
Grr!
I went through two chapters and forgot to save. I got cocky and was killed because I didn't heal very much. I'm quite frustrated. My sanity was completely empty and I kept missing this one zombie (the one that bursts out of people). For whatever reason my swings with the Ram Dao never connected even though I was locked on to the head and right in front of the monster yet never touched it. I hoped that it was a sanity effect and the I would flash back to before I was missing it but no, dead as a door nail.

Sundulous, it's funny that you responded that way. I too was very shaken by it but instead of not wanting to play it made me want to press on. It was similar to wanting to hurry through a good book because I wanted to see what would happen next.

I think that Maximilien was my favorite level back in the day. I would replay that one multiple times after the chapter select feature was unlocked. I am fond of early gunpowder weapons. I enjoyed the variety of weapons and the attention to detail that was given to them across the entire game.

Jonny, I agree with your comparison to early PC adventure games. I never saw it before you mentioned it as it does a great job masking it with nice doses of action. I would like to see more games go this route that are adventure based. It actually makes me pretty interested to see Another Code on Wii since that game looks to give you more control over characters and the environment. I would like to see some point-and-click adventure games move over to a 3-D exploration style a kin to ED without all the monster fights. I actually enjoyed the turn King's Quest made in Mask of Eternity. Sure it had some issues but it was very similar in gameplay including weapons, magic and a healthy dose of puzzles. A pity it never took off.
Title: Re: RFN RetroActive Discussion (Game #3: Eternal Darkness)
Post by: NWR_DrewMG on March 11, 2009, 10:50:04 AM
One of the things I really enjoyed about Eternal Darkness was how you got to see the same story take place over the course of hundreds of years through the eyes of so many different people.  The story was a great little puzzle that filled in slowly throughout time. 

The combat was pretty good, I really liked that.  I also really liked the multifaceted magic system.

I tried to play through the game all three times, but lost motivation somewhere about halfway through the second playthrough. 
Title: Re: RFN RetroActive Discussion (Game #3: Eternal Darkness)
Post by: BeautifulShy on March 11, 2009, 10:54:29 AM
I played this a few years ago and I tried to complete the game in one sitting without saving and I did it.
Title: Re: RFN RetroActive Discussion (Game #3: Eternal Darkness)
Post by: BlueStorm on March 11, 2009, 01:28:00 PM

I have not restarted playing this game, mostly because I've been able to find time to play it properly.  It needs to be played at night with the lights off, and the sound turned up.   It has the kind of scope that we don't get often enough.

I think mostly, what I enjoyed was that it was pretty damn original.  I'd love to see more and more twists like this on Adventure games.

I hope I actually get to sit down and play this again sometime this week.
Title: Re: RFN RetroActive Discussion (Game #3: Eternal Darkness)
Post by: NWR_Neal on March 12, 2009, 04:59:48 PM
I feel bad that I haven't said anything in this yet.

This was probably one of my most anticipated games ever. It was also how I learned about ship dates and release dates. I marched proudly (parent in tow because I was underage) to a GameStop the day it supposedly came out, only to be told it was coming out the next day.

Regardless, I love this game. I went back to it a year or two ago and the combat didn't seem to be as much fun as it used to be, but the story's still awesome. From the bit I played of Too Human, it seems like Silicon Knights may have lost that touch that made ED's story amazing. It's got good characters that play off of solid archetypes (the Indiana Jones-esque guy). I liked jumping around from character to character because it made each chapter a little bit different.

I loved Anthony, but I hated playing as the fat little bastard Roberto because he ran so damn slow.

I love the little things in this game and all the little sanity effects or sanity moments that are peppered around. I knew the infamous bathtub scene was coming and I still nearly **** myself.

I'd watch a movie of this game. Who knows, maybe in 20 years Zack Snyder's kid will make it into a movie.
Title: Re: RFN RetroActive Discussion (Game #3: Eternal Darkness)
Post by: Stratos on March 12, 2009, 05:32:38 PM
I think that the quality between ED and TH is the Nintendo difference. A lot of companies that have guidance from Nintendo put out their greatest works. Miyamoto's guidance from Retro is what lead to the 1st person view and the awesomeness of the Prime series.

Silicone Knights needs to return to Nintendo. If not for ED2 then for anything new from them. I believe that Too Human would have been a better product if SK was still attached with Nintendo.
Title: Re: RFN RetroActive Discussion (Game #3: Eternal Darkness)
Post by: NWR_Neal on March 12, 2009, 05:51:35 PM
Stratos - I agree. Microsoft, from what I gather, is a bit hands off. It works out for some companies, but not for all. I think SK is of the latter.
Title: Re: RFN RetroActive Discussion (Game #3: Eternal Darkness)
Post by: Stratos on March 12, 2009, 06:00:24 PM
Stratos - I agree. Microsoft, from what I gather, is a bit hands off. It works out for some companies, but not for all. I think SK is of the latter.

A number of companies have suffered from 'Post-Nintendo-Game-Disorder'.
Factor-5
Silicone Knights
Camelot
RareWare...
Title: Re: RFN RetroActive Discussion (Game #3: Eternal Darkness)
Post by: NWR_Lindy on March 14, 2009, 08:44:49 PM
I played several hours of ED this week (and then couldn't make the podcast because I had to work late, boooo) and was reminded how much I love it.  Great story, interesting characters, cool magic system.  My main criticisms are its clunky combat system (it's better than the early Resident Evil games, but is still too "tanky" for me), lack of enemy variety, and the fact that they make things harder by throwing more enemies at you, not by giving you more complex tasks or puzzles.

But I still love it.
Title: Re: RFN RetroActive Discussion (Game #3: Eternal Darkness)
Post by: BeautifulShy on March 14, 2009, 09:14:30 PM
I remember around the launch of this game there was lots of comparisons between REmake and ED:SR. In regards to that The inventory system and the combat was better in ED:SR than REmake. In regards to scares they had different types.REmake was more jumpy and "oh crap what is this" scares. ED:SR was all psychological.
Title: Re: RFN RetroActive Discussion (Game #3: Eternal Darkness)
Post by: Jonnyboy117 on March 16, 2009, 01:04:25 AM
Yeah, it's a bit funny to remember the flood of RE/ED comparisons back then.  Resident Evil has become such a totally different series now.  (The changes are definitely for the better.)
Title: Re: RFN RetroActive Discussion (Game #3: Eternal Darkness)
Post by: broodwars on March 16, 2009, 01:31:23 PM
Re-post from Podcast 137 discussion:
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My big problem with Eternal Darkness is the Sanity Meter, as it allows you to know instantly if anything you see on-screen is a Sanity effect.  That takes any surprise out of anything the game can do to you the entire game, and completely nullifies the point of the Sanity effects.  Also, let's say you play through the game with the Sanity Meter intentionally left empty (the most enjoyable way to play the game).  Then you have to deal with an endless barrage of women and babies crying, which is just too obnoxious to deal with the entire game.
Title: Re: RFN RetroActive Discussion (Game #3: Eternal Darkness)
Post by: Stratos on March 24, 2009, 05:50:19 AM
So I just beat the game tonight after listening to the podcast (#138).

Once you beat it three times you can choose to start the game with the fact you beat all the ancients once before. I thought this could be an endless cycle where you beat the game over and over. But this time I beat it doesn't save a fourth came completion. Too bad as I half hoped that the second set of three plays could be a 'hard mode' of sorts. Maybe the 4th time is harder, it's been so long since the last time I played the game through that I don't remember.

I also realized that I am missing the blue zombie from Max's medical journal. Guess I'm playing the fourth time on the blue path.

Also, to supplement a bit to the closing podcast discussion, I would love a sequel to take place in the same world. For one, who is to say that those are the only ancients in the world. Also Mantorok is still alive and when I heard the true epilogue it sounded as if Mantorok could be planing his own takeover of humanity or something else entirely.

Also, I think a great sequel game could be more 'lost chapters' from the original story. It was mentioned by some of the staff and also on other sites that there were a number of other levels planned that were removed of not finished for a number of reasons. This playthrough I realiszed that the character Pious used as the foundation of the tower was supposed to be a Templar knight who had a middle eastern level during the crusades.

One last interesting tidbit I read: Michael was originally planned to kill himself in front of Dr Roivas to avoid facing the forces of darkness that were chasing him. I'm personally glad that got removed (at Nintendo's request apparently).
Also, I believe that the 'cast team mentioned that Michael was originally going to be a Marin fighting in the Gulf War but was then changed to a politically safer fire fighter. In the first room the body where you get your guns from is the original model/army outfit that Michael was supposed to have as a Marine.
Title: Re: RFN RetroActive Discussion (Game #3: Eternal Darkness)
Post by: Stratos on April 04, 2009, 03:06:57 AM
Just thought I'd add this that I stumbled upon. There is a fifth Ancient. The yellow one and you can see hints of it in the game.

Quote from: Escapist Interview w/ Denis Dyack
Though I'd been told he was tired of sequel questions, I tried a nudge, asking which stories he'd really like to tell, and as I expected, I was rebuffed. Almost. "Ooh," he says, laughing like a man who just parried an unexpected strike. "I don't think I can go into that. Secrets for the future. But one of the things we lightly touched upon, and some people have discovered, there actually is a fifth Old One in the game that's really alluded to, which is the proponent of yellow magic. And explaining that stuff and the mythos, there's a lot more to tell, [like] why have the Ancients been imprisoned, those kinds of things. It's just the tip of the iceberg, where we need to expand the universe and stuff. There's a lot more to tell."

Another thought I read online about the Yellow Ancient

Quote
Some would say that yellow represents order. Unspoiled magick, before the other Ancients can set their stamp on it, the magick is yellow. Monsters fallen in battle will be called upon by the yellow one, and it is Yellow who leads you the way into Mantorok's sanctuary.

We know how Mantorok's magic resides inside the circle of chaos that Chat, Uly and Xel upheld, feeding itself from their quarrel. However, might be that that is not the complete side of the story. Imagine a triangular bipyramid (a 'diamond' of two pyramids glued together), with the 'normal' Ancients in the middle, and Mantorok and yellow on either side of the tops of the pyramids. From atop, we'd indeed see Mantorok in the middle... but we don't see all beyond the veil.

Yellow is seen once more when the safeguard before Mantorok's rune is still in its equilibrium- all Ancients still represented, balancing eachother, means order... and the barrier is yellow. Remove one Ancient from the game, and the other two will ensure chaos- no more yellow.