Welcome to Dev Game Club, where we this week we continue our play and discussion of 2002's GameCube horror adventure Eternal Darkness: Sanity's Requiem. We talk a lot about the structure of the game, how it differentiates the choice we made last time, and also discuss the variety of player characters and how cleverly they get mileage out of some decisions. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.
Issues covered: achieving the pulp aesthetic, the structure of using Alex to find pages to enter more stories, linear storytelling hidden by apparently useful skills, running into well-placed insanity effects, having more insanity effects than you realize, having the work you put into a game pay off for someone, lack of efficiency in an open world game, efficiency of mechanics in Eternal Darkness, efficiency in design vs development, embracing a system team-wide, changing audio with low insanity, changing play when you don't care about your insanity, Tim's trouble with enemies, being under-resourced, feeling painted into a corner, save strategies, game play derived from that early choice, expectations of the player, being punished by a powerful enemy, how enemies differ across color, playing different characters due to the structure, a variety of endings for characters, the conspiracy to kill Charlemagne, having a fatal flaw that comes around to get you, good puzzles and showing you the states, hiding the locks and keys, the death of Charlemagne, revisiting the shrine where Pious Augustous became a lich, Karim's ending with a ghost, joining up eternally to protect some artifacts, having a freeze frame on the twist death, seeing Maximilian's ghost, going back to a different stage of the mansion, the weakening penmanship of A. Roivas, the secret entrance to the library, the pattern of the pulps, a long discussion of controllers and fighting games, we talk about our use of combo again, thinking differently about a game for the podcast.
Games, people, and influences mentioned or discussed: HP Lovecraft, Alan Moore, Providence, League of Extraordinary Gentlemen: The Black Dossier, Hamlet, Shakespeare, Warren Spector, Deus Ex, Breath of the Wild, Shadow of the Colossus, Starfighter, Resident Evil, Dark Souls, Thief, The Passion of Joan of Arc, Creepshow, EC Comics, Amazing Stories, Stephen King, George Romero, The Nameless City, Alone in the Dark, Dark Corners of the Earth, Charles Dickens, Robert Howard, Conan, HKris7, Warcraft, Derek from Spokane, DOOM, Chex Quest, Street Fighter, Sega Genesis, Marvel vs Capcom 3, Call of Duty, Chrono Trigger, Republic Commando, The Matrix, Alan Wake.
Levels 6-9, nice.
Angry Video Game Nerd on Chex Quest
https://twitch.tv/brettdouville, @timlongojr, and @devgameclub