Taking place 1500 years after the events of Blood Omen, Soul Reaver chronicles the journey of the vampire-turned-wraith Raziel, lieutenant to the vampire lord Kain. Raziel is killed by Kain, but is revived by The Elder God to become his \"soul reaver\" and to exact revenge. Raziel shares this title with Kain's sword, the Soul Reaver, which he acquires during the game.
Soul Reaver takes place within the fictional world of Nosgoth, where the health of the land is tied to the nine Pillars of Nosgoth, and each pillar in turn is represented by a guardian. Before the events of Soul Reaver, the guardians became corrupt, and, after Kain killed eight of them, he discovered he was the final one. Refusing to sacrifice himself to restore the Pillars, he doomed Nosgoth to eternal decay and proceeded to raise his vampire lieutenants, including Raziel, to besiege the land. By the time of Soul Reaver's introduction, the vampires are now the land's dominant species and apex predators, the humans have been decimated, and the vampire tribes have each claimed a region of Nosgoth and turned their attention to internal matters. Unknown to the vampires, beneath Nosgoth lurks The Elder God, an ancient and powerful entity. The Elder God controls the Wheel of Fate, a cycle of reincarnation of souls that circle the Wheel in a loop of predestination; however, because vampires are immortal, their souls do not spin with the Wheel, causing the land to decay as the Wheel stalls. By the time that Raziel is revived centuries after the game's opening cinematic, Nosgoth is on the brink of collapse, little more than a wasteland wracked with cataclysms and earthquakes.
The protagonist of Soul Reaver is the vampire-turned-wraith Raziel, whom Kain casts to death at the beginning of the game. Although Kain is the protagonist of the previous game, Blood Omen: Legacy of Kain, he is the primary antagonist and final boss of Soul Reaver. The Elder God resurrects and assists Raziel, explains the game's controls, and describes previous events in the story. Ariel, who preceded Kain as the guardian of the Pillar of Balance, appears as a spirit and offers Raziel advice on occasion. During his quest, Raziel meets his brothers - Melchiah, Zephon, Rahab and Dumah - who serve as the game's bosses. Each has developed different powers that Raziel partially gains by killing them and devouring their souls. A fifth brother, Turel, was omitted due to time constraints on development.
Soul Reaver entered development alongside Blood Omen 2 in 1997 and focused on puzzle solving instead of Blood Omen 2's action. During design, the development team created larger areas that could be explored more thoroughly as Raziel acquired new powers, avoiding the \"shallow[ness]\" of Blood Omen's layout. Crystal Dynamics based Soul Reaver on Silicon Knights' research of vampire mythology for Blood Omen. Other aspects of the game, such as the idea of a fallen vampire who devoured souls, were inspired by the epic poem \"Paradise Lost\". According to senior designer Richard Lermarchand the \"look and feel\" of the game was inspired by \"stylish vampire flicks...like Blade, Interview with the Vampire and Bram Stoker's Dracula\", as well as \"the more arty renderings of the old black and white Nosferatu and a great film for the 80s called Near Dark\". Character and level designs were influenced by anime and manga, including Vampire Hunter D and the films of Hayao Miyazaki.
Soul Reaver was showcased at the 1998 E3, where attendees were given free demo discs. Over time, further demo disks were released, including one bundled with Official PlayStation Magazine. Soul Reaver was released for the PC and Sony PlayStation in 1999 and for the Dreamcast version in 2000. The Dreamcast version used a much higher frame rate than did the PlayStation or PC version, and the Dreamcast port had further graphical enhancements. A Japanese release for the game was planned, but canceled. In 2000, Soul Reaver was added to Sony's \"Greatest Hits\" list, and the combined, global sales of its PlayStation, Dreamcast and computer versions surpassed 1.4 million units by late 2001. Sony later re-released the game for digital download on the PlayStation Network in 2009.
GamePro praised the aspect of shifting between realms, particularly the visual effects involved. Similarly, Edge described the transition between realms as a \"complex and inspired piece of design\", noting that it makes players think on different levels and consider \"each room as two rooms, the answer to a puzzle possibly existing in either.\" However, the magazine criticized the save system for occasionally forcing players to replay large sections of the game to get to new areas. IGN stated that acquiring and learning the powers of Raziel's brothers constituted part of the fun, and that Raziel's moves were well animated and articulated. Finding minimal difficulty in using camera controls, GameSpot likened them to those of Banjo-Kazooie and stated that players would want to adjust the camera deliberately to watch Raziel's movements. Presenting differences between Soul Reaver and the Tomb Raider series, AllGame stated that the game's puzzles would challenge \"all but the most experienced gamers\", while Game Informer considered the puzzles \"difficult-to-the-point-of-insanity\". Computer Gaming World enjoyed the devouring of souls.
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Legacy of Kain: Soul Reaver is an excellent action-adventure video game, coming from crystal dynamics. The game was published by eidos interactive. In 1999, Legacy of Kain: Soul Reaver, the second installment of the legacy of kain series was released for Microsoft Windows and PlayStation.
Legacy of Kain: Soul Reaver begins 1500 years after the events of Blood Omen: Legacy of Kain, and chronicles the journey of the vampire-turned-wraith Raziel, lieutenant to Kain (the protagonist of the original game). Raziel is executed by Kain, but is revived by the Elder God to become his \"soul reaver\" and to exact revenge. Raziel shares this title with Kain's sword, the Soul Reaver, which he acquires during the game.
By the time of Legacy of Kain: Soul Reaver's introductory cinematic - 1500 years after the conclusion of Blood Omen: Legacy of Kain - the humans have been decimated, and the vampire clans have each claimed a region of Nosgoth and turned their attention to internal matters.[Soul Reaver 2][Soul Reaver][Soul Reaver/6] Unbeknownst to the vampires, beneath Nosgoth lurks the Elder God, an ancient and powerful entity. The Elder God controls the Wheel of Fate, a cycle of reincarnation of souls that circle the Wheel in a loop of predestination. However, because vampires are immortal, their souls do not spin with the Wheel, putatively causing the land to decay as the Wheel stalls.[Soul Reaver/1][Soul Reaver/2] By the time that Raziel is revived, 500 years after the game's opening cinematic, Nosgoth is on the brink of complete ecological collapse.[Soul Reaver/2]
Legacy of Kain: Soul Reaver's shifting mechanics are fundamental to gameplay and puzzle-solving. The Material Realm is Nosgoth's corporeal world, where the living dwell, whereas the Spectral Realm is its afterlife, a mirror plane haunted by spirits and the souls of the dead.[Soul Reaver manual (US)][Soul Reaver 2 manual]
According to senior designer Richard Lemarchand, John Milton's epic poem Paradise Lost served as a \"jumping-off point\" for the team, who felt that the idea of a fallen vampire who becomes an eater of souls would be an intriguing concept. The designers and artists avoided drawing from the popular media when cultivating their inspiration, instead using traditional sources, and familiarizing themselves with contemporary vampire-related stories to ensure they would not \"accidentally replicate something that had already been done\". Mythology and theology as a whole were major influences, including books by Joseph Campbell, Biblical lore, ancient vampire mythology, Eastern myth, and mysticism. Amy Hennig felt that \"the best games (and books, movies, etc.) strike a chord with their audience because there are ancient and familiar themes being replayed in a contemporary context\".
Alongside major removed events, areas and boss encounters, there are also a number of minor gameplay elements that are missing, or were altered. There are several weapons that Raziel cannot wield in the finished game which were usable in earlier versions, as well as a few minor missing rooms. The most wide-reaching removal, aside from excisions concerning the main story, involved the Soul Reaver enhancements. In the finished game, Raziel can only use the standard Reaver and one elemental enhancement - the Fire Reaver.[Soul Reaver] Originally, though, he was to have discovered five further Soul Reaver enhancement forges, each one corresponding to the Glyphs in the final game (Sound, Stone, Sunlight and Water). Furthermore, the most powerful Glyph was removed; the Spirit Glyph, and its accompanying Reaver enhancement. All of these Reavers would subsequently be imbued by passing them through or striking the element, in the same fashion as the Fire Reaver is re-imbued in-game. There were also two permanent Reaver enhancements, obtained by imbuing the blade with the souls of specific characters - the Ariel and Amplified (Kain) Reavers. The Force Glyph did not have an accompanying Reaver. 59ce067264