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Eternal War: Shadows of Light
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Eternal War: Shadows of Light - Windows (2001)

Cover

Eternal War: Shadows of Light

Eternal War is another micro-budget FPS from a group of just a few developers, more in line with Saints of Virtue than N'Lightning's "big-budget" productions. This is probably pretty obvious given the studio's name: Two Guys Software. The guys in question are brothers Mackenzie and Patrick Ponech. They began work on a "3D action game with RPG elements" called Revelation, using the Genesis3D engine favored by N'Lightning, but that project fell through. Instead of throwing in the towel, the brothers began afresh on a Christian FPS game, aiming for a "dark, ultra-violent" tone and a heavy emphasis on multiplayer.

The plot is similar to Saints of Virtue in that it takes place inside a person's soul. You play as an angel named Mike (apparently a reference the Archangel Michael), and the soul in question is that of a tortured, suicidal teen named John Coronado. As in Saints of Virtue, the soul isn't a very friendly place, as various demonic breeds have set up strongholds all over the place. Your job is to dispense all Satanic forces with extreme prejudice and save John's eternal soul. The story is presented with simple Photoshopped BMP images at the start of the game and end - no cutscenes or interstitials of any kind, making the game feel something akin to a student project.

Similarly barely disguised are the churning machinations of the id Tech 1 core powering the game. Eternal War uses the Telejano branch of the Quake engine and is actually considered by the Quake community to be a commercial mod of that famous shooter. It's hard to disagree, since Eternal War sports console commands, text notifications when you pick up ammo or weapons, powerup-triggered enemy closets, and post-level camera pans. On the plus side, this means the game supports full keybinding, a healthy array of options, and runs on modern systems without any noticeable issues. A forum conversation appears to indicate that Tomaz (of TomazQuake fame) did some uncredited work on the engine, and apparently some of the art assets in Eternal War are taken with permission from another Quake total conversion called Dawn of Darkness.

As mentioned earlier, Two Guys Software was going for edgy atmosphere and solid multiplayer support, two firsts for the subgenre. As in Quake, the enemies are loud, fast, and relentless, spawning from all sides and crashing in on the player with various melee and projectile attacks. Some teleport, some vanish, and others just chase you around, but much circle-strafing and sidestepping is encouraged regardless. Heavy metal blasts from the get-go, and Mike quips and taunts when he gets the kills. With regards to weapons, you start out with a crossbow but gain access to various angelic powers such as "Smite" and "Trinity Blast" as you go. It's about what you'd expect. Ammo for better weapons is often hidden in secret areas, so keep shooting the walls. The multiplayer side isn't testable at this point but appears to have been well received by all accounts - as well it should be, considering the Quake pedigree.

Eternal War only saw a physical release in only one or two local Christian bookstores and sold most of its copies through online retailers. In 2005, Two Guys Software became XRUCIFIX LLC and put out Eternal War: Shadows of Light as a free download, subsequently instructing retailers to destroy all remaining copies of Eternal War. As such, finding an actual copy of the game is essentially impossible, and it's unknown how many copies even survive. But there's always the free download, so trying the game out is just a matter of downloading the 65MB installer. Since 2007, XRUCIFIX has apparently been working on a remake of Eternal War that drops the subtitle and is targeting a $15 downloadable PC and XBLA release.

Eternal War

Eternal War

Eternal War

Analysis

It would be difficult to argue that any of these games were successes. N'Lightning probably made the most headway with Catechumen and Ominous Horizons, but it wasn't enough to keep the development house viable. It isn't unreasonable to guess that even most of the readers of a site like Hardcoregaming101 - definitely a bastion of all things arcane and forgotten in gaming, (plug plug) - probably haven't heard of more than one of the games in the article, if that. So why did these games fail to make a big splash? Let's take a look at some of the contributing factors.

1) They chose traditional distribution without the budget for competitive production value.

All of the games in our list were released primarily as physical SKUs pushed through to whatever retail channels would carry them - mostly Christian bookstores and a few gaming boutiques. The problem is that the games didn't have the budget, the development teams, or the time needed to match the secular games bookending them on the store shelf. Three people does not a game company make if you're going up against Valve (Half-Life) and Epic (Unreal), and 800 grand doesn't go very far against five million dollar budgets. You definitely can't do it in a year. These games were basically DOA because they just didn't have the resources to hack it in an extremely competitive market.

2) They came before the Indie Renaissance.

Today there are numerous ways to distribute your game digitally and most potential customers have the broadband connections needed to take advantage of that. Most of these companies could have benefited by cutting out a publisher and middlemen from their profit equations and slashing the price of their games down to $15-$20 instead of $40+. Marketing by word-of-mouth online is also a more viable strategy today than a decade ago. Finally, there are far more development tools to choose from today and more widespread support. An indie developer can choose from several open-source development engines like Unity, Shiva, and Leadwerks.

3) They didn't take enough gameplay risks.

When you get right down to it, these games have been very cookie-cutter. There are minimal scripted events, no bosses usually, and no cut scenes: just an array of weapons, an array of enemies, and some locks and doors. Saints of Virtue broke out with some unique puzzling but was hamstrung in other ways. From a design perspective, these developers might have considered looking for a gameplay hook to make their games unique since they didn't really hold a candle to mainstream games in production value. A FPS involving angels might have Tribes-style vertical mobility, or the ability to switch back and forth between Hellish and Heavenly versions of a level as in Zelda.

4) They tried to evangelize secular players while still catering to Christians.

Your typical FPS gamer has little interest in a game that has none of the hallmarks of the genre, especially no blood and gore effects. Just look around at some of the other internet coverage for these games, such as the SomethingAwful reviews - they mostly ridicule the games' spiritual symbolism and religious allegory. It's unclear how viable video games are as tool for evangelistic outreach, but heavy-handed spiritual warfare overtones probably aren't the best approach. These games needed to either completely ignore evangelism and focus on making a game that would sell in exclusively Christian channels or do away with the obviously religious trappings that served as such a turn off to the secular market.

A remake of Eternal War is in the books, but with no Christian FPS games released for 9 years, it remains to be seen if any new developers will want to take a shot at the subgenre. Past attempts have been commercially unsuccessful, though interesting to fans of gaming lore. And until there are new entries to be added to this article, these titles continue linger as quirky reminders of just how far good intentions can get you in the gaming industry.

Special thanks to MobyGames, AG.RU, Allgame, Bass_X0, Neoseeker, Gamershell, and Softpedia for some of the screenshots.

Links

Saints of Virtue Homepage
NfLightning Homepage (Archive)
Wisdom Tree Homepage
3D Gamestudio Homepage
Genesis3D Homepage
Eternal Warriors (Old Version)
Eternal Warriors (Recent Version)
Interview with David Slayback of Shine Studios
Saints of Virtue Development Newsletters
NfLightning Development and Sales Figures
Interview with Ralph Bagley of NfLightning
Catechumen Release Information
Revelation Reference in Genesis3D Forum Post
Eternal War Engine Discussion at Inside3D Forums
The Anvil - Eternal War Resource

Interviews With Two Guys Software/XRUCIFIX LLC:
1 2 3 4 5

Catechumen

Eternal War

Ominous Horizons

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    Back to the Index

Page 1:
Super 3D Noah's Ark
The War in Heaven
Page 2:
Saints of Virtue
Catechumen
Ominous Horizons: A Paladin's Calling
Page 3:
Eternal War: Shadows of Light
Back to the Index