Welcome to Dev Game Club, where we this week we complete our play and discussion of 2002's GameCube horror adventure Eternal Darkness: Sanity's Requiem. We discuss re-use and when it doesn't quite work here, but highlight the end of the game and then turn to our takeaways. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.
Finished the game!
0:39 Segment 1 -- ED discussion
60:00 Takeaways and Feedback
Issues covered: Tim talks about his surprise trip, leaning into spells as lock and key mechanisms, having to use the dominant color, systems that are more simply multiplicative, the portraits of the human archetypes, committing to personification, rune descriptions and lore, Lovecraft's racism, natural opposition in different archetypal systems, the fourth playthrough, Pious's purple dispel, learning at the same rate as Alex, setting the final rune and soft failure, having a hard time knowing what to do, usability fighting fiction, getting into a designer's head, describing the WWI bosses, communicating how to fight the boss, timing with the seven-part magical attack, scripting-heavy bosses, playing against your instincts, our go-to spells, objects showing up in the trapper world, running past because your sanity is low, the most repetitive points of the game, using the towers as an amplifier, good camera use, finding a cyclical story for production benefits, the final fight as a restatement of the rest of the game, starting the game as Pious, villainous consistency, learning to hate Pious with Alex, phases of the fight, getting lucky with the ghosts, Brett's Book Recommendation, the strength of the structure of the game, the statues in the walkway, finding a story that allows for production benefits, finding additive bits via the insanity systems, adding coats of paint to levels, water cooler talk, viral marketing, generating surprise, insanity effects and a conflict with a resource, interplay with difficulty, Alex slowly going insane, the magic system and its visual and experiential representation, gender and racial representation, a note about our book club feel, lighting in DOOM vs gzDoom, lighting complementing emotion, level design and lighting, fidelity and lighting, using light as a landmark to propel the player, photorealism and its interplay with design, remembering you're making a game, lightening the load on the player.
Games, people, and influences mentioned or discussed: Brian Taylor, HP Lovecraft, Prince of Persia: Sands of Time, Hamlet, Victor LaValle, The Ballad of Black Tom, Waypoint Radio, Austin Walker, The Night Ocean, Paul LaFarge, Metal Gear, Diablo, Dejan Josifović, DOOM, Sigil, John Romero, Alan Wake, Dead Space 2.
https://twitch.tv/brettdouville, @timlongojr, and @devgameclub