Eternal Darkness: Sanity's Requiem (GameCube) review"The idea of survival horror is a fascinating one. While films are usually identified by aesthetic and emotive theme - fantasy, or action, or science-fiction - games tend to be categorised by activity. Do you shoot in this game? Then it's a shooting game. Do you strategise in it? Then it's a strategy. Videogame genre naming conventions leave very little room for thematics. Maybe that's to be expected. Games are, after all, primarily about doing stuff. " |
The idea of survival horror is a fascinating one. While films are usually identified by aesthetic and emotive theme - fantasy, or action, or science-fiction - games tend to be categorised by activity. Do you shoot in this game? Then it's a shooting game. Do you strategise in it? Then it's a strategy. Videogame genre naming conventions leave very little room for thematics. Maybe that's to be expected. Games are, after all, primarily about doing stuff.
But it means that, when something like the survival horror genre comes along, those two little words say a lot. You survive, and it's horrible, presumably. This spectacular little combination of words is interesting, as it brings both game and theme to the table. There's immediately a very strong sense of flimic borrowing. This isn't just a puzzle game, or an action game, or whatever. It's a horror game. Its aesthetic and emotive purpose is to make you scared.
So. How do you do survival horror?
Make a film and shoehorn in some game, if plenty of titles are to be believed. Resident Evil has always rubbed me up the wrong way because it does both survival and horror so awfully. The horror's melodramatic and uninspired, and the only thing that makes it remotely frightening is that the survival is so utterly and pathetically contrived. It's a cheat's way, for example, to ramp up the tension by making basic activities like walking around a bloody room so implausibly difficult. That so many genre examples play up to this nasty notion - even the wonderful Silent Hill series controls like a retarded bus - is something I find really saddening. Indeed, when pressed, I can usually only name three survival horror games that fully realise the genre's potential, and they're not even what we'd typically think of as survival horror. System Shock 2, STALKER and Pathologic are all totally about staying alive in a horrible environment, rather than wrestling with a gamepad and cursing the most atrocious of camera angles.
Except there's one more. It's a fabulous gem of a Gamecube title, one that fully realises everything the genre has to offer, and it's called Eternal Darkness. It does things a little differently to the rest.
In Eternal Darkness, you primarily play as Alexandra Roivas, who looks an awful lot like a digitised Buffy the Vampire Slayer. You also play as a whole heap of historical figures as you shuffle your way through the pages of a magical tome, discovered at the place of your father's tragic demise: a good old spooky mansion in the middle of a dark nowhere.
Ostensibly, it makes exactly the same mistakes as all those other horrible slices of gaming. Though less tank-like than Resi, its controls are still a tad on the fiddly side, the camera still not quite where you'd like it to be. Its initial setting is similarly unimaginative. And the various nasties are rarely enough to get you fidgeting, let alone to make you jump out of your seat and go to bed with several thousand floodlights surrounding you for comfort. The story is complex, but ultimately functional at best. The puzzles are solid but unremarkable.
Yet Eternal Darkness works. And it works because it plays around with the form, emerging with something that succeeds in scaring the living twilights out of you in a way that could only ever work in a computer game. Sure, the camera's very "directed", if you see what I mean, but Silicon Knights never tried to make a film. They tried to make a game. A survival horror game, in the truest sense of the term.
So. Buckle up and watch your sanity meter. You'll need to, given the hideous depths of pretentiousness that this essay is heading for. For example, I just called it an essay...
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Community review by Lewis (January 03, 2010)
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