NL: Are there elements of Eternal Darkness that you look back on and think well, we certainly couldve done that better that you hope to revisit for Shadow of the Eternals?
Dyack: Oh, for sure. One of my biggest regrets in Eternal Darkness, and I love the game to death, is that we didn't really have what I call a sustainable economy between magic, sanity and health. Essentially, what happened was that if you ran around, over time magic would just regenerate. Rather than just it being a time-based thing, we'd rather have an economy where players determine what attributes they have left. There's going to be a completely different underlying mechanical system to this game; we want a true economy for the gameplay that goes very deep and is under the player's control rather than just, as an example, if you're out of magic, go off in a corner and run around in a circle, heal yourself and then go back in. [In ED] it wasn't horrible, but it certainly as good as it can be, and those are some of the things that we really want to go forward on.
Another one, which [can] already [be] seen in our demo, we want to be doing things in outdoor as well as indoor terrains. We've got a lot of exciting directions we want to take the game; back when we did Eternal Darkness we were really confined by limits of technology to mostly indoor terrains.