Publisher: Eidos
Blood Omen may not have been a perfect experience, but its strong and charismatic main character earned it a cult
following which lasts to this day. Sadly, it suffered from a turbulent
development process plagued by delays and conflict between Silicon Knights and their publisher/co-developer, Crystal Dynamics, culminating in a legal
battle with the two. Ultimately, courts decided in favor of the latter
awarding them ownership of the Legacy of
Kain franchise. Having the original creators lose all rights to their title
would undoubtedly conclude Kain’s vampiric exploits, but as luck would have it,
this is not how it would end.
Crystal Dynamics would soon be acquired by British
developer and publisher, Eidos
Interactive who mandated a new Blood
Omen title. Having severed all contact with original creator, Dennis Dyack,
it was decided that rather than creating a new game, Crystal Dynamics would adapt an existing project into a sequel,
thus, Legacy of Kain: Soul Reaver
was born.
Initially, what we know today as Legacy of Kain: Soul Reaver began as
Shifter. In it, players would have
controlled a fallen angel of death with the ability to reap souls in a quest
to kill his brethren and their false God. The similarities speak for
themselves and project lead, Amy Hennig is often credited with reconciling all
lore and loose ends between both franchises into a cohesive narrative, a feat
which she would later repeat in yet another Legacy of Kain sequel.
Soul Reaver introduces players to Raziel, a
fan-favorite whose popularity rivals and may even trump that of the titular
Kain himself. Centuries have passed since Blood
Omen and vampires have established themselves as Nosgoth’s dominant force.
Over time, vampires enter a state of change and gain new abilities, however,
Raziel made the mistake of surpassing his master, and was executed
for it. Having his body dissolved for centuries, our anti-hero finds himself
rescued by a mysterious entity who turns the long-dead vampire into a soul
eating demon-like entity. With new unlife granted, he seeks revenge on
his master and brothers.
While the premise may sound overly edgy, its dialog
is told well enough that most won’t notice it. Many of Blood Omen’s actors make a return including Simon Templeman and
Tony Jay who are now joined by Michael Bell, all of which do a superb job at
bringing their roles to life. Indeed, the writing and characters are what most
fondly remember this series for. It featured a use of florid language and
ornate monologues which at best verged on Shakespearian and at worst were still
ahead of the competition.
As with its predecessor, Soul Reaver draws influence from the Legend of Zelda series though now firmly set in a 3D world. Some
may accuse Crystal Dynamics of
copying Nintendo’s Hyrulean hero
initial N64 outing, but the fact is both games were released less than a year
apart, so it’s most likely both worked in parallel towards evolving that
particular formula.
Raziel may now explore a fully polygonal
post-apocalyptic gothic world in any direction he chooses. Taking cues from Tomb Raider he will have to jump, climb
and otherwise maneuver himself around ledges, platforms and other unlikely
structures and locations. Our character even controls more like Lara Croft than
he does as Link, providing a rigid move set which sometimes borders on the
unresponsive.
Unlike Core’s
British archaeologist though, Raziel isn’t limited to a set of levels, rather he
is given an open, desolate world to explore at his will, though plot-sensitive
locales must be visited and beaten in order. In fact, the initial area of Soul Reaver works much like Hyrule
Field in Ocarina of Time,
essentially serving as a hub to which discover new sights.
Don’t mistake this for yet
another Zelda clone though, as the
game features more than just thematic and writing differences, the major
stand-out discrepancy being Raziel’s ability to shift between material and
spiritual realms.
While in the physical world our anti-hero is
constantly drained of health, but may interact with the environment around him at will.
Health can be regained by consuming the souls of fallen enemies and we can
leave this world at any time, though returning to it forces players to find a
conduit in the spirit world.
The spiritual realm provides a corrupted visage
of our dimension reminiscent of German expressionism with columns and buildings
becoming twisted and gaining a darker tint. While in this state, time stops, Raziel
gradually recovers energy, and his vampiric foes disappear. This state features
its own set of denizens in the form of wraiths and other smaller monsters who,
much like Raziel, consume souls for nourishment. While in the spiritual realm
players may not interact with any physical objects, they can climb, jump and
platform as they would before, but may not open doors, press switches or pick
up weapons. This dimension serves as more than just a slow health refill
however, often times inaccessible locations are easier to reach when navigating
through their twisted spectral-selves.
Combat is unique in that most enemies can’t be
killed by normal means. A vampire’s flesh begins to close as soon as it is
cleaved, this regeneration ensures players will have to adapt to different
rules of engagement. If an enemy has received enough damage he will be
temporarily stunned, it’s then that Raziel must deliver the finishing blow by
impaling, inflame, cast light or douse his foes in water. The issue here is
that weapons are not always readily available and any trip to the spiritual
realm causes players the one they were carrying. Even unarmed, a killing strike
may still be struck provided any suitable environmental dangers are nearby.
Should a vampire become paralyzed, players may momentarily carry and throw it
onto spikes, sunlight or water. Spectral and human enemies require no such
tactics, the first may be consumed as you would any other soul and the latter
dies in a few punches.
Souls act as life-recovery items. When an enemy
in the physical world is defeated their soul is released for a scant few moments.
This may then be consumed before dissipating into nothingness. Spectral enemies
do not turn into souls but may be cfed upon as such all the same. Should
players remove an impaling weapon from any vampiric foe before consuming their
soul it will spring back to life as if nothing had happened.
Each major dungeon is inhabited by a different
type of vampire and a boss. All of these share a common theme among them such
as the ability to climb, swim or shoot projectiles. Upon defeating the
location’s boss, Raziels adds these techniques to his repertoire though some
may be exclusive to either the physical or spectral realms. The most notable of
which being the titular soul reaver, a spectral blade and the most powerful
in-game weapon though while in the physical realm, it can only be wielded when
the player is at full health.
Acquired abilities provide proper reward and
motivation to carry on with your quest, though sadly, all boss battles in Soul
Reaver are unexciting. These work as a puzzle in of itself, so rather than
engaging in battle with his brothers, Raziel must find a way to exploit their
weakness. The concept is solid in theory, but these bouts feel unfulfilling.
The story in Soul Reaver is sparse for the most part though much more cohesive
than its predecessor. Just like Blood
Omen though, the best moments come in the form of lore-building monologues.
These offer enough information to peak interest while leaving enough left
unsaid to let imaginations run wild. Learning about what befell Nosgoth’s
people, both human and vampiric alike was a joy to listen, even if their fates
were often terrible. It’s just a shame Kain barely makes an appearance,
appearing only twice to serve as a boss and trading a dozen or so lines with
Raziel.
On a technical level, Soul Reaver is quite an achievement for the Playstation, sporting
large open areas with complex geometry while never stopping to load. Even more
impressive is how quickly and easily the world shifts and contorts when
accessing to and from the spectral realm. Clearly this is a showcase for Sony’s
32-bit console and even the most adamant Nintendo 64 and Saturn fans of the
time would concede their systems would have a hard time replicating this
effect. Not that it’s easy for the Playstation to do it mind you, the framerate
is generally stable with the odd exception here and there but this is due to it
running on a low speed in the first place. Even Raziel’s movements seem to
suffer from a slight delay which can be infuriating when trying to engage in
precision platforming.
Even worse is the game’s insistence on
block-moving puzzle designs. While most locations make good use of Raziel’s
abilities, all
dungeons seem to feature a common theme of having to drag giant stone blocks
around. Sometimes they’re used as platforms, other times these serve as sliding
puzzles or players must simply replicate a drawing by once again, dragging more blocks
around. Regardless of the objective, these are a chore to move around and grind
the pacing to halt. Worse still, some plot-required locations can have as many
as five or six of these.
As new abilities are gained, players may revisit old areas or discover new optional ones in search of secrets. These come in the form of health upgrades, glyphs which enable you to cast magic, mana upgrades and even a fire upgrade to your soul reaver. Considering Soul Reaver features a relatively low difficulty setting none of them are particularly necessary but still serve their purpose of extending gameplay time.
It’s easy to see why Soul Reaver is so fondly remembered; it combines the best elements
of Tomb Raider and Legend of Zelda while still crafting
its own entirely separate identity. The game provides an engrossing, lore-rich
world to explore while still being a technical achievement for the system.
Perhaps just as important, the plane shifting and environmental hazard-centric
combat is still unique 16 years after and though the latter is a bit clunky by
today’s standards it still feels like a breath of fresh air today.
Soul Reaver on the Playstation is a classic, an affordable one at that. Anyone looking to fill their PS1 collection with quality titles should track this this one down.
Soul Reaver on the Playstation is a classic, an affordable one at that. Anyone looking to fill their PS1 collection with quality titles should track this this one down.
Trivia: Did you know Soul Reaver was originally going to be its own independent franchise? Originally called Shifter, publisher Eidos mandated that Crystal Dynamics develop a sequel to Blood Omen, thus, the Shifter project was reworked into what we now know today as Legacy of Kain: Soul Reaver.
Pros:
- Rich, well-acted dialog which verges on the Shakespearean
- Plane shifting and combat are still hold as highly unique to this day
- A technical marvel for the Playstation
- Plane shifting and combat are still hold as highly unique to this day
- A technical marvel for the Playstation
Cons:
- Too many sliding block puzzles
- Too many sliding block puzzles
- Disappointing boss fights
- Slight control delay
Final Grade: A
Soul Reaver features a neat little cover art
gimmick; rather using a still image, it employs a hologram. Therefore, the box
art changes slightly depending on which angle you stare at it. In this case,
you see Raziel in either the material or spectral realm. It’s a nice little
touch that helps it to stand out from the crowd and watching the pillars contort is an effect I greatly enjoy watching.
The manual though short, is better than most. It provides carefully written backstory, my favorite part being a paragraph dedicated to Raziel's life as Kain's Lieutenant. Learning how the larger would create intrigues with smaller ones and bet on the possible outcomes makes for highly enticing lore. Personally, I'd love to see a game where you get to control our anti-hero during this period.
The instruction booklet also features screenshots and artwork though sadly, it's all in black and white. With that said, an enticing, expanded lore and a hologram cover make Soul Reaver's packaging stand out of the crowd. If only we'd see this level of originality in today's non-special edition releases.
Packaging Grade: B+
The instruction booklet also features screenshots and artwork though sadly, it's all in black and white. With that said, an enticing, expanded lore and a hologram cover make Soul Reaver's packaging stand out of the crowd. If only we'd see this level of originality in today's non-special edition releases.
Packaging Grade: B+
Oh my God, I remember playing this game as a kid, it was an awesome experience.
ReplyDeleteI also remember the day my father opened up a video game shop and one morning he just brought us home a huge box full of games for Playstation 1, oh the good times...
Now that is a pretty awesome story. There's nothing like a good dose of video game nostalgia. :)
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