The Making Of: Eternal Darkness: Sanity’s Requiem – GameCube’s Horror Classic

“Getting Nintendo to sign off on game elements was difficult”.

Out of all gaming genres, horror is the one that few would directly associate with Nintendo. After all, its flagship titles largely use brilliantly chirpy and loveable characters in settings that maintain a family-friendly approach and mass appeal. But throughout its history, Nintendo has never been one to shy away from experimentation. And whilst the range of “mature” titles on GameCube was undeniably slim, a few games aimed to satisfy the craving for nightmares in the hearts of many a horror fan. One title, in particular, opened the darkened doors of phantasm beyond the usual horror fare, broke all the rules, and influenced the industry for years to come. That game was Eternal Darkness: Sanity’s Requiem.

Developed by Canadian studio Silicon Knights and published by Nintendo, Eternal Darkness was released in 2002, showcasing a unique approach to horror gaming. It contained a narrative which required you to play as twelve different protagonists through two thousand years of history, each with their own story connected to the over-arching narrative of the main character, Alexandra Roivas. Alongside this were puzzles, a limb-specific targeting attack system, spellcasting, and a game-changing sanity gauge that created a myriad of hallucinations and illusions for players as it depleted. Layered on top was a richly dark atmosphere, drenched in the echoes of horror masters Poe and Lovecraft, with themes of madness and magic being the order of the day.

Read the full article on timeextension.com

“Getting Nintendo to sign off on game elements was difficult”.

Out of all gaming genres, horror is the one that few would directly associate with Nintendo. After all, its flagship titles largely use brilliantly chirpy and loveable characters in settings that maintain a family-friendly approach and mass appeal. But throughout its history, Nintendo has never been one to shy away from experimentation. And whilst the range of “mature” titles on GameCube was undeniably slim, a few games aimed to satisfy the craving for nightmares in the hearts of many a horror fan. One title, in particular, opened the darkened doors of phantasm beyond the usual horror fare, broke all the rules, and influenced the industry for years to come. That game was Eternal Darkness: Sanity’s Requiem.

Developed by Canadian studio Silicon Knights and published by Nintendo, Eternal Darkness was released in 2002, showcasing a unique approach to horror gaming. It contained a narrative which required you to play as twelve different protagonists through two thousand years of history, each with their own story connected to the over-arching narrative of the main character, Alexandra Roivas. Alongside this were puzzles, a limb-specific targeting attack system, spellcasting, and a game-changing sanity gauge that created a myriad of hallucinations and illusions for players as it depleted. Layered on top was a richly dark atmosphere, drenched in the echoes of horror masters Poe and Lovecraft, with themes of madness and magic being the order of the day.

Read the full article on timeextension.com

 

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