
You need to safely navigate your way without stepping into the water and you sometimes have to toss severed body parts to distract the monster. The whole area gets flooded and there is an invisible water monster chasing you. The Cellar Archives is one of the first dangerous areas of the game.
If you listen closely, it sounds like a Brute is providing some of the vocals.
The ambient soundtrack of the Archives sounds like it may be just the wind blowing through the corridors, but if the track is listened to on its own, volume boosted, it sounds like a chorus of defeated, moaning undead. Also, the piano in the main hall can be heard playing when you are in another room - but it stops when you get close to it. You are never in danger of dying here, but you may be afraid that you are. Ambient noise is put to good effect and the deep bellow of a monster can be heard at times as if it is around the corner, and in truth, there is nobody there. The zone simply named "Archives" can be deeply unsettling the first time. Overall the soundtrack can give out a heightened sense of paranoia. Some tracks involve haunting choirs while others feature ominous moaning. The ambient music for the game does a great job of creating an unsettling and foreboding atmosphere. Remember: there are worse things than dying. Always worth watching and going after – but they were never dangerous, they were only ever tricks. Sometimes there really should be something dreadful behind you about to send you to a most grisly demise.įor all the virtues of Eternal Darkness: Sanity’s Requiem on the GameCube, the insanity effects were only ever amusing sideshows. When you feel like there is something behind you, the sound of footsteps getting nearer and breathing getting louder, sometimes it should be nothing. Perhaps something like this would be much too frustrating. You have a gun and you can neutralise the weaker creatures who have the greater numbers – but the shot will be loud and both the noise and light will draw all sorts of unwanted attention.
But you don’t want to bump into anything in the dark either. You have a torch, but if you use it, much nastier things will spot you in an instant and run at you. Fooling the senses, making you doubt what you see or hear makes for the most terrifying horror.įor example, I find it strange how reluctant horror games are to utilise absolute darkness. Even more so than film, games are ideally suited to these sorts of tricks.