Legacy of Kain: Soul Reaver Just finished it yesterday evening. I finished the first Legacy of Kain (Blood Omen) earlier this year.
This left me with more positive than negative feelings, and overall I liked it, and consider it a classic game.
Positives:
+ I liked the story, and it is interesting how the protagonist from the first game is the antagonist in this game.
+ The atmosphere was overall quite great, including the subtle music and sound effects in the background.
+ The combat is quite forgiving as you can't really die, and if you feel you are overwhelmed in the "material plane" combat, you can always just switch back to "spectral plane" to regain health, and switch back to material plane to finish the job. This alleviates a lot one of the negatives (save game system).
+ I liked most of the gameplay. Combat was brutal and satisfying when you impale your enemies and devour their souls, and I really liked most of the puzzle sections which usually weren't that hard to figure out if you were observant, but still gave you a nice feeling of discovery.
+ The graphics of the GOG version are quite good considering the game's age. Most people have probably played this game on Playstation (PSX/PSOne), and i didn't recall the Playstation version originally looked so muddy compared to this sharp and crisp PC/GOG version:
https://www.youtube.com/watch?v=_4cJsaclIaw Even if you play the Playstation version in a higher resolution and smoother + perspective corrected textures on an emulator or something, it still apparently has that PSX trademark "texture popping in the sides of the screen" that doesn't happen in the PC/GOG version.
Negatives:
- At least at first the whole "switch back and forth between the spectral and material plane" mechanism felt quite disorientating and odd, raising questions like why did there have to be such a mechanism at all in the game. On a positive side it did add a bit of flavor and "weirdness" to the atmosphere, reminding you that Raziel is not a mere mortal, but still.
Even towards the end I was occasionally irritated when I had been wandering around cluelessly how to proceed in the game, the answer was that I was supposed to change from material to spectral world in a certain room, as that would change the dimensions of that room so that I could proceed (e.g. some crack on the wall would open, some platform would lower down so that you could reach it etc. To me that just felt gimmicky and irritating, banging your head to the wall just because it didn't occur to you to check the other plane as well, just in case.
- Platform jumping and controls. At least if you play with a keyboard, the controls are quite "twitchy" which is a problem with precise platform jumping and energy bolt shooting parts. This made some platform jumping sections quite aggravating.
- The save game system was odd, and it took me a long time to finally understand how it actually works.
So you can save the game at any point... but if you load a game, you always start in the very beginning of the game?
What the save does is that it saves the state of the world, but not your position in it. So it is a good idea to always save when you solve some time-consuming puzzle or flip a switch to open a new door elsewhere as those will stay solved/open after a reload... but you still have to travel to that point from the beginning. Generally you do this through the teleports, so make extra sure you don't miss any teleport beacons that you can activate, in order to minimize the need to having to redo irritating platform jumping parts.
In the end the save game system was "manageable", but I would have preferred a PC-like save-anywhere system. Luckily the game was smart enough to usually put teleport portals just before important boss fights.
- Overall, I guess I am not a big fan of "Zelda-like" system where you have to revisit earlier areas several times in order to proceed. Finding the next spot where you can proceed could sometimes take ages unless you remembered exactly where in the past you couldn't go through some gate etc. because you were missing a skill that you just acquired by killing a midlevel boss...
I read the next game in the series (Soul Reaver 2) is much more linear in design, and frankly I feel I will probably prefer it in this case. With Soul Reaver, I ended up checking Youtube walkthrough videos quite often to see where I was supposed to backtrack in order to proceed with the game, as I didn't feel like revisiting all earlier places myself or trying to remember where it might be. The first Legacy of Kain game had the same problem.
Either way, I've enjoyed the first two LoK games so much that I will certainly proceed with the rest of the games (unless one of the is so bad that it kills my interest to the rest of the series). I especially like the idea that the games alternate between the two main characters, Kain and Raziel.
Legacy of Kain: Soul Reaver 2
Legacy of Kain: Blood Omen 2
Legacy of Kain: Defiance