Vidya Gaems 1 | Page 12

The combat system is totally connected to the use of magick, or spells and enchantments, in the game, which are every bit as important, if not more so. Basically, as players make their way through the adventures, they acquire runes that form various magicks. There are three primary colors of magick: red, green and blue, or (RGB) if one prefers. Red spells work against green spells, green take out blue, and blue conquer red. It's this formula that is the base for the amazingly detailed and satisfying magick system. Gamers can perform just about any spell they'd like, from enchanting a sword or gun so that its more powerful to shielding themselves, putting up magick walls that enemies can't walk through, dispelling these same types of enemy walls, and more. It's possible to cast a spell to transform into a trapper, a small scorpion-like beast that shoots out a ray of energy, and then take the animal to spots on levels that the regular character might be too big to go through. Similarly, players can cast magick to turn into a zombie. Or cast a 'See Invisible' spell to make a secret door hidden in a wall suddenly appear. It's also possible to cast magick to restore health, sanity, or magick even, all of which are measured in bars on the item screen. Players must also learn to balance their magick resources with their health and sanity, a task that is integrated into the strategy of the game, and very well so. The magick system runs even deeper though. Players will eventually be able to make their own spells. It's a language. The runes symbolize nouns, verbs and adjectives, and if gamers can correctly complete a magick sentence, a unique spell will be born. Different gamers will be able to conjure original spells. According to Silicon Knights, even members of the development team who have played through the game several times have been amazed at the different spell formations they have been able to construct each time through. There are, in fact, several instances where players will be challenged to form the correct magick sentence in order to conjure a spell needed in a particular spot. The level of satisfaction after correctly doing so cannot easily be measured. Indeed, the magick system as a whole is one of the most intuitive and comprehensive we've played. Brilliantly done. There are other elements to Eternal Darkness though. There are puzzles, of course, and a great many of them. Some are incredibly easy to figure out and others require the use of magick and