Main game
4.17 average rating based on 550 ratings
I've been seeing recommendations for this game for years. Especially among the top Survival Horror titles of all time, it regularly makes the list. Eternal Darkness is also notable in that it was the first game Nintendo published with an 'M' ESRB rating. Other than that though, going in I knew only that there was some kind of wonky sanity mechanic, multiple paths for your playthrough, and an iconic main character who's yet to re-appear since. What I didn't expect is how frankly bizarre this game is overall. For one, it's barely a Survival Horror in many respects with fairly plentiful ammunition and a reliance on unlimited spells (!?) that can keep you going regardless of poor resource choices. Further, if I were to—somewhat poorly—try and give the one-liner description of the premise, I'd say it's kind of like Tomb Raider and Assassin's Creed meet Lovecraft, but it's a Survival Horror game with spells. While in some ways, I think the game tried to do a little too much and the consequent rough edges show for it, I ended up really enjoying my time with this weird-ass title. I expect most of this review will just be my attempt to …
I've been seeing recommendations for this game for years. Especially among the top Survival Horror titles of all time, it regularly makes the list. Eternal Darkness is also notable in that it was the first game Nintendo published with an 'M' ESRB rating. Other than that though, going in I knew only that there was some kind of wonky sanity mechanic, multiple paths for your playthrough, and an iconic main character who's yet to re-appear since. What I didn't expect is how frankly bizarre this game is overall. For one, it's barely a Survival Horror in many respects with fairly plentiful ammunition and a reliance on unlimited spells (!?) that can keep you going regardless of poor resource choices. Further, if I were to—somewhat poorly—try and give the one-liner description of the premise, I'd say it's kind of like Tomb Raider and Assassin's Creed meet Lovecraft, but it's a Survival Horror game with spells. While in some ways, I think the game tried to do a little too much and the consequent rough edges show for it, I ended up really enjoying my time with this weird-ass title. I expect most of this review will just be my attempt to explain all the peculiarities throughout it.
Perhaps the thing that surprised me most is that I have to disagree about Alex being an iconic protagonist considering you barely play as her throughout the game and the vast majority of the time you control one of a large cast of characters throughout thousands of years of history. In fact, of combat segments, Alex doesn't really have anything significant until the final chapter of this ~15 hour game. Generally, Alex's parts act as very brief interludes exploring her family mansion in Rhode Island which is (mostly) pretty safe as she discovers hidden magical pages that allow you to play another chapter in the long-running generational tale that tells the story's events, going back as far as the Roman Empire. Once you find one of these pages, you'll control a character exploring one of a handful of locations in the game with several characters visiting the same places, often centuries apart. This was shocking to me as I didn't even realize there were other playable characters, let alone that there's 13 and you play as characters other than the protagonist almost the entire game. Still, once I got used to it, this setup was actually super interesting and made for such an innovative way to tell a very long-running story taking place over 2 millennia. There's also a bit of fun immersive exploration of the different times and places that come with each perspective.
Another surprising thing to me was the spell system. I suppose I had no reason to think there wouldn't be straight-up abra-kadabra magic in this game, but it's just not something I'd foresee popping up in a game with this gameplay otherwise. The spell system itself I found hit or miss. You discover runes throughout the game that can be combined to form spells, limited by the different runes you've collected, the level of your spell power so far, and what combinations create viable spells, leading to about a dozen spells that can be cast at higher levels with different potency and warped by the different elder god attunements you have available (more on that in a moment). You also will find scrolls that just tell you what rune combinations can work, which saves some pain, but you can technically craft the spells whenever you have the right runes. Your magic pool (let's just call it "MP") replenishes as you walk around, so you are essentially unlimited in how many spells you can cast throughout the game. The spells also have varying effects and while this was a cool system at first glance, several of the spells
Now, about them elder gods. This is yet another odd feature of Eternal Darkness in that the first trip into history allows you to pick one of three colored symbols representing one of three elder gods, Ulyaoth (blue), Xel'lotath (green), and Chattur'gha (red). There's also a fourth elder god that is referenced throughout the story, Mantorok (purple), but they can't be chosen in this way. I went with Xel'lotath without really understanding the impact of the choice, but this will shape the entire game in some way. I don't totally understand all the effects, but as I understand it, even all the basic enemies will function a little differently based on the god you choose and some of the final bosses will at least have a different appearance. There are also multiple endings based on which one you choose, as well as a true ending if you beat them all (which sheesh, would take a long time, this game is pretty lengthy for a horror game). But further, you will obtain attunement runes for each of these gods that changes how the spells you cast function. For example, casting Recovery attuned to Red will heal your health and when attuned to Green will recover your sanity. Further, the gods oppose each other in a rock-paper-scissors format like Red>Green>Blue>Red (which yes, I remembered as Charmander, Bulbasaur, Squirtle). This means if there's a Green enchantment you need to dispel, you want to cast a Red Dispel Magic spell. The god you choose to oppose at the beginning shapes a lot of the kinds of spells and effects you need to deal with, so for instance a lot of my spells to solve puzzles were attuned to Red to dispel Xel'lotath's Green spells. It was all very weird and the game really could've explained some of this stuff better, but I found it really interesting once I got the hang of it.
Combat in the game in general was fairly basic and easy. There are a few exceptions, but the vast majority of the game, the fights are trivial with most characters having solid methods of dealing with the enemies they'll face. A couple bosses later in the game have very particular mechanics that were more difficult, but for the most part, the game is pretty easy with simple encounters solved by some button-mashing and basic timing. Even if you mess up, as long as you survive the fight, you can just heal up with magic.
Then there's the Sanity mechanic this game is so well-known for. You have a sanity bar, just like your health bar (but green!) that goes down when encountering the supernatural and other scary things. I believe I faced more of that due to opposing Xel'lotath. As your sanity decreases, the game's presentation will warp drastically, often in rather meta ways to make you think your game is broken. Some of these are subtle like the walls of the room will appear to bleed (an effect that probably would've been a lot creepier if the graphical effect weren't so shoddy-looking). But the game will also start to try and mess with you as a player, for instance showing a giant volume bar at the bottom of your screen deplete, making it look like you sat on the remote and turned the TV down (which might've been more effective if I'd seen a volume bar look anything like that since like 2005). Another fun fuck-you sanity effect is you walk into a room and suddenly there's like 6 zombies right by the door you came into and they start attacking you but your screen shows a "your gamecube controller has come unplugged" error message, making you think you're going to die because the game didn't pause while you had a disconnect. That is a good example though of how while these were all kind of amusing effects, the sanity mechanic doesn't really affect the game much since ones like that will just respawn you after it's done messing with you for a bit. Further, while I think they were super clever and amusing, I personally don't get the "horror" aspect of them as while sure it's scary to think you're about to lose progress because of a weird glitch, the controller disconnect for instance just takes me completely out of the game and makes me immediately think more about my hardware than any real in-game horrors. But alas, I admit it was a valiant troll.
The only other thing I'd comment much on is the general presentation of the game. I think it's mostly fine for its time. It's on the Gamecube and the game doesn't look fantastic, but the graphics are fine for their time. The music also evokes good atmosphere. The thing I don't really like is despite this being Nintendo's "edgiest" game yet, the art and animation all just feels a little too cartoony. Throughout the game, I never really felt like I was playing that much of a horror game because the zombies and other ghouls felt more like goofy-looking blobs with funny animations. Despite the general dark subject matter, some of the characters make the game look more like a licensed game of a Disney movie or something, which made it harder to take seriously.
All in all, this is a super weird game to me. Perhaps if I'd done more research ahead of time I would've expected as much, but it really caught me off-guard and that's one reason it took me a good year to pick back up after playing the first couple chapters. Frankly, if I were just judging it on how fun and engaging it is, the game would be a low 3 star as the jank is unfortunately pretty pervasive. However, there was just so much intriguing oddity throughout the game that fit well its cosmic horror that I found the game rather charming. It probably would've left an even greater impact on me if I'd played it when it came out 20 years ago, but Eternal Darkness still manages to be such an intriguing experience once you give it a chance.
My computer just decided to delete my long review so I'm annoyed now. This game is great, just take my word for it. Great soundtrack, overall sound design, atmosphere, story, sanity effects, combat, final boss. Yeah. It's a masterpiece.
è insano l'hype per questo gioco. sarà che è una delle pochissime esclusive third party su gamecube, sarà che è un horror non convenzionale per la piattaforma, ma a me non è piaciuto per nulla e non riesco a capacitarmi di come sia tanto riverito. Grafica non eccezionale neanche all'epoca, lungo sviluppo, trama carina ma composta da episodi isolati, gameplay legnoso e irresponsivo. Cambio di personaggi frequente e momenti di insanità carini la prima volta che li vedi, ma riusati all'infinito vengono a noia presto. Sopravvalutato Voto: 7/10
This unconventional game from the ill-fated Silicon Knights studio turned a lot of heads at the time for its "sanity" mechanics, which essentially trolled the player into thinking the game was broken or they were losing their mind. They may have not aged flawlessly, but there is a certain mean-spirited playfulness to it all that's very endearing. The plot, which concerns Cthulhus and whatnot, is perhaps less memorable but still worthy canon for the golden age of the survival-horror genre.
This is one of the best psychological horror action-adventure games of all time, it stands out for its ambitious narrative, spanning multiple characters across centuries as they battle an ancient evil. What makes Eternal Darkness truly unique is its Sanity Meter system, as characters lose sanity, the game starts messing with the player, distorting audio, faking system errors, or making the screen appear to mute or delete save files. These meta-horror elements were groundbreaking and still influence horror games today.
Though the combat and visuals feel dated by modern standards, its Lovecraftian themes, clever storytelling, and psychological twists earned it critical acclaim, it's considered a cult classic and one of the most innovative horror titles of its era. I found out about this game on an YouTube channel and couldn't get it out of my mind until I saw the credits screen, it is simply an amazing experience with very unique mechanics, a shame this never had any sequels. It has a very good pacing since you often go back to the mansion area in order to investigate a bit further, so you are not overwhelmed with the action sequences. One of the best GC titles, definitely a must-play for …
This is one of the best psychological horror action-adventure games of all time, it stands out for its ambitious narrative, spanning multiple characters across centuries as they battle an ancient evil. What makes Eternal Darkness truly unique is its Sanity Meter system, as characters lose sanity, the game starts messing with the player, distorting audio, faking system errors, or making the screen appear to mute or delete save files. These meta-horror elements were groundbreaking and still influence horror games today.
Though the combat and visuals feel dated by modern standards, its Lovecraftian themes, clever storytelling, and psychological twists earned it critical acclaim, it's considered a cult classic and one of the most innovative horror titles of its era. I found out about this game on an YouTube channel and couldn't get it out of my mind until I saw the credits screen, it is simply an amazing experience with very unique mechanics, a shame this never had any sequels. It has a very good pacing since you often go back to the mansion area in order to investigate a bit further, so you are not overwhelmed with the action sequences. One of the best GC titles, definitely a must-play for this platform.
Another aspect that deserves praise is how it translates its gameplay systems directly into the narrative. The rune-based magic system encourages experimentation and planning, rewarding people who take the time to understand its rules rather than button-mash through encounters. This ties neatly into the story’s emphasis on forbidden knowledge and ritual, reinforcing the feeling that the player is actively participating in something dangerous and ancient. Few games manage to align mechanics and theme this cohesively, especially within the horror genre.
When it comes to the audio, it excels at building unease through subtlety rather than constant shocks. Sound design and OST are used sparingly, allowing silence, distant whispers, and sudden distortions to keep the you on edge. Combined with the fixed camera angles and deliberate pacing, exploration often feels tense even when nothing is happening. Playing it on original hardware like the Nintendo GameCube, or via emulation, enhances this atmosphere, making the experience feel intimate and unsettling in a way many modern horror games still struggle to replicate.
One thing that back in the day pushed me away from Eternal Darkness was the fact that the characters looked like shit and moved around with the same grace I would express if I tried doing ballet. Is that the reason why I had never played it? Who knows? Anyway, I played it now and that part of it didn't change but most of the rest is amazingly still fresh and entertaining. The bizarre vibe somewhere between horror and trashy fantasy. The fighting and magic systems, so rich and full of options. The "generational" storyline and the episodic structure with free saving, that make it really approciable for the over-forty myself who doesn't have time but does have the need to sleep. All the sanity-related ideas, that are maybe less "new" twenty years later but still are so much fun and, when they try to be more subtle, still kinda scary. And yes, it is a bit clumsy and not that polished in many aspects, maybe showing symptoms of the disasters Silicon Knight was gonna dive itself into later. But it's a very good game.
Probably the coolest third-party Gamecube exclusive and one of the best Lovecraftian video games of all time, Eternal Darkness: Sanity's Requiem is an action horror title in which you control a series of unlikely heroes throughout history tasked with stopping the onslaught of an apocalyptic god from beyond the veil. Thanks to some excellent scriptwork, top-notch voice acting, and serious attention to auditory and visual details, the game has a level of immersion rarely found in video games. This is a very good thing, as the game's brilliantly crafted Insanity system (seeing horrors from beyond slowly drives you mad, while hacking the everloving crap out of their corpses makes everything okay again) wouldn't have worked nearly as well without that level of emotional investment. Gameplay switches between exploration/puzzle solving segments and bouts of dismemberment-heavy undead combat, and even if things do get way too easy once you master the combat and spell systems, the excellent immersion means you'll experience more than a few moments of authentic panic and elation. Definitely worth picking up, even if the long-promised sequel is unlikely to ever see the light of day.
I've struggled over whether or not to DNF this but after another play session last night I think I just have to move on. I've played some really mediocre games lately and while even now I hesitate to put this game into that category, I don't want to spend more time with it if I'm not having fun. Lots of cool ideas that get executed well, but I have some major gripes with the gameplay and it leaves me wanting to play something I'm confident I'll enjoy more.
I've been playing this for a few days now and am feeling a little conflicted. This game is all about the presentation; the story, environments, sanity effects, even the voice acting are all top-notch and hold up quite well given its age.
Where I'm having trouble is the gameplay itself. It's a little too easy. Being able to infinitely restore health, sanity, and magic whenever you have a moment to catch your breath defangs the game in a way that leaves me feeling like I'm playing a mediocre action-adventure rather than a Resident Evil style survival horror.
Part of that might be on me for expecting it to be something it never tried to be! But there's a stark contrast between how I experienced the earlier levels of this game before getting the recovery spells and how I'm experiencing it midway through with just about the entire rune list filled out. I'm hardly getting any sanity effects because there's no reason for me not to top off my meter in safe areas, whereas in chapter two I was getting them left and right. It's by far my favorite aspect of the game and it's basically been absent for a couple …
I've been playing this for a few days now and am feeling a little conflicted. This game is all about the presentation; the story, environments, sanity effects, even the voice acting are all top-notch and hold up quite well given its age.
Where I'm having trouble is the gameplay itself. It's a little too easy. Being able to infinitely restore health, sanity, and magic whenever you have a moment to catch your breath defangs the game in a way that leaves me feeling like I'm playing a mediocre action-adventure rather than a Resident Evil style survival horror.
Part of that might be on me for expecting it to be something it never tried to be! But there's a stark contrast between how I experienced the earlier levels of this game before getting the recovery spells and how I'm experiencing it midway through with just about the entire rune list filled out. I'm hardly getting any sanity effects because there's no reason for me not to top off my meter in safe areas, whereas in chapter two I was getting them left and right. It's by far my favorite aspect of the game and it's basically been absent for a couple of chapters now.
There's a good chance I'll continue playing, I just think it's a bit of a shame that I appear to be past the point of peak enjoyment. It makes it hard to look forward to progressing the story.
The fall weather is finally here, my Halloween decorations are all set up, and tomorrow night I'm going to turn on all my pumpkin lights, crack open a cider, and start in on Eternal Darkness. I've been looking forward to this for some time now. Hopefully I haven't set my expectations too high, but everything I've read about this game says that it's quite the experience.
Spooktober Game #10 Complete!
I basically made it to the end boss last night before passing out so though I'm not feeling so great today, I decided to get up and finish it out real quick. This was a really weird game and I'm not totally sure how I feel about it. I liked it for the most part but for a game that's considered a Survival Horror classic, it's really outside of the box in a ton of ways. Some of them are really interesting, some kind of annoying, but definitely a game I'm glad to have experienced.