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From the mouth of Denis

by the NWR Staff - October 10, 2001, 3:43 pm EDT

The delay of Eternal Darkness: Sanity's Requiem was officially made yesterday. Billy took the PGC Jet (a long distance call) to Canada (eh), and got the full and complete scoop from Denis Dyack, President of Silicon Knights.

Billy: So why was there a delay with Eternal Darkness?

Denis: We had the opportunity to polish the game, and we want make Eternal Darkness the best that it can be. We're very happy with the progress, but we want to take the game to the next level. We want to make sure the game is up to Nintendo standards, and as you know, that's at the utmost quality. We could have had the game ready for Christmas, but with this extra time, we'll really be able to make Eternal Darkness shine.

Billy: Are you getting any assistance from any Nintendo teams?

Denis: Yes, there is a big collaboration with EAD, NOA, and Silicon Knights with the production of Eternal Darkness.

Billy: Was the decision of the delay made due to comments coming from Cube Clubs?

Denis: This had nothing to do with the Cube Clubs. In fact, this decision was in the works before Cube Club began. However, we do pay close attention to Cube Club comments and we believe their input is valuable. Although, we've had few complaints from the Cube Clubs as of right now so I find this relation puzzling.

Billy: What was the biggest complaint that you've heard?

Denis: Hmmmm….The biggest complaint? People haven't seen the story. We don't want to give away the story, and that was purposely done. I think people will be really surprised when they play the final version.

Billy: Yes, I have to admit that that the only thing I really heard was that people thought the game was shallow. I'd personally like to know more!

Denis: The demo isn't there to illustrate how deep the game is. It's there to demonstrate the basic gameplay, and give the player a glimpse of what's to come. We think of seeing parts of the story unravel as a reward and would never want to take that away from the player by showing it in a demo.

Billy: Have you worked on the controls any further?

Denis: We've tweaked with the control 4-5 times since Space World. The control has gotten a lot tighter.

Billy: But none of these changes have been made for the Cube Club versions?

Denis: Not at all. The Space World demo is exactly the same as the version shown at ETCS and the Cube Clubs.

Billy: Speaking of the demos, I've heard rumblings that there's stuff that's in the demo that's not in the real game, as well as plenty pulled out of the demo that is in the final game...is this true?

Denis: Yes that's true.

Billy: Can you give us any examples of what's in the demo that's not in the real game?

Denis: That whole part with Alex (the blonde girl) and the shotgun? Totally fabricated. It was made for the demo. She's in the game, but that portion is not in the game at all. There's also plenty of stuff we pulled out of the demo that's in the real game. There's a whole spell system that isn't in the demo, and we've pulled almost all of the insanity effects out of the demo. But everything will be on full for the final version. If you complete the demo right now, it'll basically cut you off. We don't want to give anything away.

Billy: Is it true that the final version will run in 16:9 mode?

Denis: Yes, that is correct.

Billy: Can you say anything more about the new addition to the title? The Sanity's Requiem addition?

Denis: The name helps further define the game. Best way to think about the title is it's a hint towards the future. Therefore, if Eternal Darkness: Sanity's Requiem does well, that leaves us an option to name additional chapters in the Eternal Darkness mythos easily while still using the Eternal Darkness name.

Billy: How many hours of total gameplay do you think is inside the world of Eternal Darkness?

Denis: That's a really difficult question to answer. It's totally depends on the player. Our team says it's longer than Legacy of Kain. Plus there's replay value added too. Easily I'd say there's 40 hours, possibly 60 hours of total gameplay without the cinematics. It's in the realm of say a Zelda or a Final Fantasy title.

Billy: How many hours of cinematics and cut scenes will be on the disc.

Denis: Hours. Much more then we have ever done before.

Billy: Will Eternal Darkness utilize Dolby II sound?

Denis: No comment.

Billy: Is the delay of Eternal Darkness going to effect Too Human's progress at all?

Denis: Unfortunately I can't say anything about that right now. All I can say is that our efforts are totally focused on Eternal Darkness .

Billy: Soooo...what you're trying to say is we could see something at E3 next year?

Denis: (laughing) Anything is possible.

Special thanks to Denis Dyack for taking time out of his busy schedule to talk with us.

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