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GameCube

Eternal Darkness: Sanity's Requiem - Nintendo GameCube

€ 49,99

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Product condition

This product is like new. At NexWave Games, like new means:

  • For disc games, the case is in good condition with minimal signs of use, the manual is included and the disc is in good condition. In some cases the manual may be missing; when this happens, we state it in the product title.
  • For cartridges, the exterior and label are in good condition with minimal signs of use. Cartridges such as N64 and Game Boy are supplied on their own as standard, unless the title states that the product is complete.
  • For consoles, controllers and accessories, the exterior is in good condition with minimal signs of use. They never have stains, but may occasionally have light scratches. If the console, controller or accessory has more scratches, it is given the condition “Good”. Items in both “Good” and “Like new” condition always work perfectly.

Additionally, all discs at NexWave Games are carefully inspected and assessed for quality. When discs arrive, we do not accept any that are so badly damaged that they are unlikely to work. We only accept discs with light scratches at most. Discs with scratches are then treated in our professional disc repair machine. By warming the disc and polishing it with soft brushes, these machines can remove a very thin layer from the disc. This removes the layer containing surface scratches and improves the disc’s readability. This ensures the disc works properly, even on consoles with ageing lasers that have difficulty reading games! Great news for the player.

Eternal Darkness: Sanity's Requiem for Nintendo GameCube

Eternal Darkness: Sanity's Requiem for Nintendo GameCube is a psychological horror adventure in which history opens up piece by piece. Alexandra Roivas investigates her grandfather's death and discovers a book that connects her to people from other centuries. You play through their chapters yourself and see how different places, events and lives become part of a much larger mystery.

You explore rooms, solve puzzles and fight with weapons that suit each character. During combat you can attack individual body parts of opponents. You also build spells with collected runes and other magical knowledge. Because casting them takes time, you need to create space before healing, strengthening a weapon, or preparing an attack. Health, magic and mental toughness each have their own meter.

The Sanity meter makes observation uncertain. As your character becomes more unbalanced, the image and sound may change unexpectedly. You do not need to know in advance which effects are possible; discovering it is part of the adventure. The changing main characters give each chapter a different weight, while recurring locations take on new meaning over time. This is a single-player game where reading, observing and making connections deserve as much attention as combat. The story requires you to remember details and regularly adjust your first impression.

Region and language

Our Nintendo GameCube games are PAL editions and come with a Dutch or English box, unless stated otherwise. By default, you receive the version for the European market. We note it in the product details if the region is different or the box is in another language. In almost all cases, the game is playable at least in English, and often in the other five common European languages too.

Manual

Eternal Darkness: Sanity's Requiem for Nintendo GameCube includes the manual unless the product title states otherwise. If the booklet is missing, the title says “No Manual”. This lets you see before ordering whether the game comes with a manual.

The manuals included with our games usually contain at least English and often around six European languages. The exact languages vary by edition, so Dutch is not always included. The booklet explains the controls and the main rules. You can use it to check how to control the game, which actions are available and how its different features work.

The history of Eternal Darkness: Sanity's Requiem

Silicon Knights developed Eternal Darkness together with Nintendo. The project started at Nintendo 64 and moved to Nintendo GameCube during development. In an interview on Nintendo's Japanese website, Denis Dyack and Nintendo's Yamada described how drastic that transition was: the engine and presentation were rebuilt. The final edition appeared in 2002; the European release followed on November 1.

The story was deliberately spread over many centuries and twelve playable characters. The makers wanted to make differences in weapons, movements and background tangible, while the basic controls remained recognizable. The historical decoration also received attention from both development teams. Buildings are fictional, but their design refers to the periods in which the chapters take place. This approach gives familiar spaces extra meaning when you see them again at a different time.

The Sanity system was born from the desire to build fear outside of a direct monster fight. It focuses on what you as a player expect from image, sound and rules of the game. In addition to that idea, Silicon Knights developed a combat system with targeted attacks and an extensive system of spells. Within Nintendo's GameCube offering, Eternal Darkness was given its own place as an adult horror adventure. The combination of historical perspectives and unreliable observation still determines how this original edition reads and plays.

Similar games for Nintendo GameCube

Resident Evil shares exploring a large house, ominous sounds and the thrill of unfamiliar rooms. The GameCube remake is very much about keys, carrying space and ammo. Eternal Darkness divides your attention between spells, mental toughness and various historical main characters. Those who mainly want to unravel stories will also experience many changes in perspective here.

Resident Evil Zero also connects multiple characters to one horror story. Rebecca and Billy work together there at the same time and you switch between them to solve situations. In Eternal Darkness, the playable characters follow each other through the ages. Their chapters build connections without you constantly managing two inventories and positions at the same time.

Geist also explores how a supernatural idea can change the rules of the game. Taking over animals, people and objects determines your options in a research complex. Eternal Darkness lets you follow different lives and influences how you perceive events with Sanity. Both connect puzzles and combat with an unusual premise, each with its own perspective.

Second Sight combines a mysterious investigation story with psychic powers, stealth and gunplay. There you will get to know John Vattic's capabilities while his past is clarified. Eternal Darkness uses multiple eras and ritual magic. The similarity is in slowly understanding events; the daily actions and the build-up of battles are clearly different.

Killer7 also has a mature story that doesn't give you all the answers right away and a group of characters with different abilities. The highly stylized images and shooting at special opponents give it its own rhythm. Eternal Darkness uses historically decorated rooms, puzzles and spells. In both games you get a lot of reason to give meaning to small details.