22 reviews liked by nachoillarregui


The beginning of the Kain series started with a bang in 1996. So there shouldn’t be a problem with a sequel right? Oh, I wish. Turns out Silicon Knights(SK) who owned the IP filed a injunction against Crystal Dynamics(CD). We don’t need to get into the nitty gritty here, except to know they were able to make a sequel to Blood Omen(BO). This is important since Amy Hennig made her directorial debut here when previously she worked on BO. For those unfamiliar, she would go off to work on the Uncharted franchise later on. And she is crucial to understand, when I talk about the underlying problems I had with Soul Reaver(SR).

Moving forward in time to 2022. Square Enix(who acquired CD later on) sold their western studios. Eidos, Crystal Dynamics, and Square Enix Montreal for money. Among the plethora of IPs gathered. Two come to mind. Legacy of Kain and Soul Reaver. To none other than the Embracer company. Who has been laying off and closing down their recently bought studios as of late. So I'm here with a heavy heart to tell you guys if we don't see a remake/remaster officially, I will gently point you all towards an excellent Raina Audron’s HD Remaster for the Flycast Dreamcast emulator. Faithfully redone with higher quality textures as an appropriate unofficial alternative instead of waiting for one that may never come. Despite rumors of one in development.

And while there is a PC version on Steam. You cannot currently buy. And the sketchy PC mod doesn’t help matters which GOG is a part of as well. Excusing all those matters. I'll focus purely on the base game. Thankfully, you don’t need to play the previous entry to know what happens. They summarize the events that occurred before. Play it if you wish. I recommend it only for those seeking out why Kain acts the way he does in a Legend of Zelda spliced with a bloodsucker’s tale. The sequel continues the dark gothic storytelling fans have been waiting for. With a return to Nosgoth.

The supernatural setting we start our journey once more. Thousands of years after the events of the first. In the beginning cutscene. We see Raziel, a vampire lieutenant of Kain’s forces who has served him for a millennium. Who after receiving new wings in a fit of transformation. Kain inspects the new appendages while admiring them. Unfortunately, the new attachments did not endear him at all to his boss. Abruptly and forcefully rips the wings and orders his other lieutenants to cast him down into the abyss. An eternity passes and a mysterious voice resurrects our titular protagonist to become his ‘Soul Reaver.’ with a dreadfully cool new look and powers he’s off on a quest for vengeance against his former boss.

Will we face him in the end? Good question. Not sure. We’ll have to traverse through a 3D Metroidvania in a 3rd person perspective with no loading screens before we find our answers. And boy oh boy was this a welcome surprise. The gameplay has shifted in a whole new direction from the top-down perspective of the first installment. Overhauled to the teeth, maximizing numerous advantages of the 3D era. Our hero can move in any direction, jump higher than his base vault, glide in the air, hack and slash enemies. Hold any manner of weaponry without being subject to the gods of durability and throw them at any time. Capable of using mystical abilities like glyphs. The eldritch energy pertains to each element. Sparingly used, they provide a massive advantage against mobs of enemies. Heck one glyph can stop time for everyone excluding our dude! One innate ability is the power to shift between the material world into the spectral world and vice-versa. This sole skill changed the whole gameplay formula. And made my playthrough fascinating to test.

Plane shifting has massive benefits. For one. He has two health bars. As his health slowly depletes in the physical realm. He can apparate to the spectral realm and recover his health there. Incurring no HP penalty either. Dude can literally suck the souls from defeated enemies in either realm to restore his vitality. But that’s not all. Oh no. Both levels distort in weird ways. If he is in the physical domain and encounters an obstacle. All he has to do is switch to the other domain and voila! The path is open! I encountered multiple obstacles like jumping across chasms and unlocking a new path where previously a dead-end was in sight. Additionally, the ability allows one to go underwater without any penalty. Whereas going back to the real world causes Raziel to immediately transition to the other field. The mechanic works seamlessly when encountering puzzles. Usually, physical box placement is designed with several to a dozen steps or more to solve. Sometimes, CD will throw in a handful of switches and levers for good measure. For anyone who played Vagrant Story. The block elements are similar here. Where you’ll have to move them to open a new path or slot them in various places according to the imagery on the walls. Completing the art so to speak. Switches can run on timers, so phase-shifting to another dimension stops time. Making it instrumental if low on time. I didn’t have too much trouble with the puzzles. Controlling how to manage box placement was a bigger issue early on. Solvable once I read the manual. Perhaps one or two overstayed their welcome in a certain region. But the rest from then on felt balanced. A nice change of pace from the constant exploring.

Aside from the freedom to explore in any direction within reason. The boss encounters operate much like their predecessor. Being designed Legend of Zelda-like. As I defeated Raz's old brethren in various arenas I was struck once again by how I had to utilize the environment to my advantage and any tricks I learned prior. Picking up a weapon and slamming it at the boss once all appendages were gone. Use my plane-shifting powers to recuperate and find weaknesses and in some cases lure my opponent away like a rod and carrot stick for bait. They were fun to tackle and a nice reprieve from the Metroidvania world through Nosgoth’s moody areas. Gifting our main protagonist with new abilities. Thereby allowing the player to overcome obstacles with ease. Adding a gratifying reward upon completing a ‘dungeon’ before moving on to the next. And honestly? My motivation to exact retribution on Kain was still at an all-time high as I progressed through each boss encounter. I mean who wouldn’t if your past employer betrayed you in a heinous manner? Look at Raziel waving a “Me!” flag.

Before our hero kicks off a rant on vengeance I must talk about the world. Nosgoth has radically changed. Where previously it was teeming with life. Now it is a world of fear and decay. Gone are the bustling settlements of humans with a manic hatred for all things vampiric in nature. Iconic locations I sought with a wanderlust fervor, have withered away. Now nothing more than fables in the wind and myths of werewolves, ghosts, and ghouls have been reduced to fairy tales. Nosgoth of today. I dread walking and breathing these unfamiliar locales resembling more of a dark moody post-apocalypse as if someone sucked the very life from the land. Vampire creatures reign supreme. Each one is distinct from others based on their biome and clan affiliation. If you thought regular bloodsuckers were a threat. Wait till you see spider and water variants! EW! Humans are near extinct. With pockets of resistance thriving in some far-off places. However, entering such a place seems ill-advised since wide-open fields full of life are a very rare sight nowadays. Replaced with a foreboding harsh atmosphere accompanied by maze-like passages and decent platformer segments. I passed through empty caverns and short corridors while solving puzzle rooms to gain access to new glyph spells or by once defeating a boss in a main area am I endowed with a new traversal ability. Allowing one to venture onwards to new roads less traveled and hidden detours and shortcuts. Although, a new power doesn’t solve all my dilemmas. The spectral dimension is haunting, filled with a ghastly atmosphere that is both depressing and gloomy. A different color palette is injected every time Raziel shifts and with it, new ghostly enemies are summoned. To harm him like wraiths and bloodsucking dementor-like beings. Shudders. The territory makes the real and unreal more pronounced where things become larger or smaller as they appear. So have courage. To embrace the unfamiliar expanse whenever plane-shifting occurs.

The sound design is dynamic. Where a large chunk of my feelings is borderline dislike, except there's another big side of appreciating the technical achievement. The former is vexing and disconnecting in the soundscape. Feels largely oppressing in the foreground with low drums hitting a hypnotic rhythm as a faint choir chants in the background in intervals to imply the divine and further adds to the depressing, lonely, unsettling, creepy ambiance. In a dying world, I was fraught with anxiety wrapped in a tight ball around myself. Reminded me a bit of the soundscape of Silent Hill. However, this one felt less insidious and far more bearable in certain respects. Some select tracks are triumphant and give off a feeling of bravery in spite of the encompassing tracks displaying dread. Not a negative at all. I find it hard to say I like a majority of tracks while playing. On the other hand, I'm amazed by technological advancement. Looking at each piece. I’m amazed how the composer Kurt Harland from Information Society managed to create a vast library of tunes to work on and multiple variations. Whereas in the predecessor there were only nineteen tracks. Here we have one hundred eighty-one. That’s an insane improvement. And a new composer to boot! After listening to the entire game's soundtrack, I found it similar to how the works of Keichi Okabe and his studio band Monaca techniques in the franchise for Nier. From Okabe, the sound design when the soundtrack was ripped. Had dynamic, medium, quiet, no vocals, 8-bit versions for each location and iconic event. Not all of them, but I would say a good size. Allowing the player to smoothly segue into the following track. While not as seamless as Nier: Automata Harland's implementation in Soul Reaver, works similarly. Special thanks go out to Raina Audron who recorded and assembled the full depth of the OST in full so we can see how far Harland worked on composing 11 hours of music. From what Audron states. Each piece " indoors/outdoors (normal+suspenseful), puzzle, danger, and combat... changes dynamically according to the situation on the screen." Meaning we have a similar occurrence here with Okabe in creating multiple variations of a track. That is fascinating and honestly incredible to hear to this extent for a PSX title! As an example you can see most of the track listings here on YouTube. I am deeply amazed, surprised how largely unnoticed and underrated the sheer sound design permeates throughout. One largely not analyzed to an extent I’ve seen online. Curious if other IPs during the fifth-generation console era made comparable strides such as Harland and Okabe on impressive soundscape achievements.

As much as I love everything that Soul Reaver elevated from Blood Omen I do have some mixed feelings. And this isn’t a positive or a negative. Simply concerns I had during my playthrough that others may find useful to hear beyond the praise I sprouted above.

First, the story is a bit of a letdown. But narratively an improvement beyond BO's narrative. We don’t receive as many voiced monologues as the previous game. Telling a subtly compelling character development from the beginning to the very end, where we see Kain shift from a human into something far more sinister. Here we don’t get that as much. Missing lore drips. Voiced monologues of Raziel poetically waxing his thoughts both internally or externally to the player could've been far more utilized here than the sense of silence covering a large amount of distance. And this I feel is a missed opportunity to call back to the series' roots by detailing the story-telling through a voiced narrative. In the previous installment, Kain would narrate about items he finds and narrate their description to you upon cursor highlight. Effectively luring me further into the worldbuilding and NPCs. Speaking of NPCs, there's almost no one. Aside from one NPC and your new boss. Who will chime in at times to have a chat like a god speaking to his new disciple. Much like how the parasite speaks to Eddie Brock from the Venom(2018) film. Except the mysterious being isn't exactly within our titular guy. Somehow always with him, yet not physically.

Granted, he still opens their mouth at critical moments, usually during plot beats of cutscenes and during intro-boss battles. And to our new hero's credit, I resonated far more with him than his former employer. Pretty likable guy I initially thought would be far more angsty, moody full of hate. Far from it! The dude was focused and sought reason without letting his emotions boil over his spirit. Regardless of his dour appearance, Michael Bell's voice lends a unique cadence to bringing our wraith's character to life. Making my overall experience not so isolating. His actions mirror my incentive to push forward. In the face of desiring to know more about what happened to Kain. Anything deeper between their relationship? Were there any more reasons why he ripped the wings? Why has the world suffered like this further and why have clans of vampires which have risen to prominence and discussed a fair amount, thrown to the curbside? Speaking of being thrown onto the curb. The ending without going into spoilers feels unfulfilling a tad.

And this makes sense. According to Amy Hennig, SR1 suffered development troubles due to the injunction. Recent news started to arise about the edits of an unfinished product. Hennig set the record straight by stating in April of 2000. “...We simply just felt that we were compromising Kain's epic story by trying to cram too many major events into the last 10% of Soul Reaver.” - If I were in her position I would divide the game into two. She called this a “blessing in disguise” allowing the ideas, cut content, and story to flourish here rather than cramming everything and delaying. Her response felt appropriate and validated a lot of my disconcerting thoughts on the shortcomings I gathered upon finishing. And to be fair as a whole, I think the game is still fine for what her team tried to achieve. I'm grateful for what is already here and not rushed, broken, or horribly missing plot details I think were vital to know. A safe product at the end of the day without being too ambitious.

Second, loading any save file or dying. Has the player start from the 1st zone. This results in kinda of tedious backtracking for the unaware. You’ll need to use gates that act as a fast travel system to head to your next destination. Sadly they're only denoted by a symbol. And no menu is available or font to visualize where the path leads unless I walk through. Reminds me of Stargate. Lacking the wormhole loading. Rather you move forward without any delay or transition to another screen to load the new area. Pretty much an uninterrupted travel system. Thankfully, more often than not the waypoints are spread a decent amount from before entering a dungeon and before a boss encounter. I suggest copying the image and putting the pic on a Google Doc or notepad for reference. You can go traditional and draw the piece on paper to help! Vital to recall where I had already trodden. Should be noted dying in both dimensions returns the player to the start. Felt this wasn’t too punishing. Since you have plenty of time to recover vitality in either realm. Wasn't a drag either, I was able to adjust to the flow quickly.

Third, in a minor way, a hurdle may occur for the camera. It can take some getting used to. Though thankfully not a major hassle and you will fight it sometimes when fighting enemies and checking your surroundings. And I didn’t realize until midway I could quick turn by hitting the directional pad on the left or right and transitioning to first-person point of view mode to check my surroundings by hitting both L2 and R2 buttons. Useful to see the verticality in level design and any secrets tucked away.

Fourth, aside from no title markers when using gates to fast travel. or a hints menu. Hand-holding here is very minimal. Therefore, players must be aware of their sense of location. Keeping a map of Nosgoth helped tremendously and I'll post a link below to help newcomers. Didn't use it until I reached the 70% mark and after exhausting as much backtracking as I could without help. Keeping these details in mind, I think are crucial to progress further. One could speak to your new boss and another being you'll meet later on and apprise Raziel on his next objective. And that's the only gentle reminder of where to head out. Good idea to check again if you’re lost and need a gentle nudge. Though be warned, you may need to decipher the Shakespearean-like dialogue when given. Not a big deal, since they’ll reference past locations. And for a Metroidvania, I think they do a serviceable job toeing the line on not being too cryptic and not too easy, I need a journalist mode to persevere. Most if not all of my frustration was a consequence of rushing without thinking. I advise taking a step to re-collect your thoughts. Patiently recalling prior distinct areas visited to arrive at a sensibly achievable goal.

More than two decades ago, I had the pleasure of playing the title when I was a kid. Never finished it since I was very confused about my true objective. And I vividly remember my first impressions. Badass FMV in the beginning, hot meh on nearly everything else. Confusing passages, dull color palettes, and a combat system that felt clunky. Now as an adult revisiting. I'm on the opposite spectrum for my first impressions. Where now I think its not meh. The confusion is still there, though tempered with patience and a drive to explore the gloomy post-apocalyptic world with some platforming segments. Nosgoth’s murky setting is a stark contrast to the lively world from before. Adding incentive to my vengeful goal of what happened here. A decent combat system that can take some getting used to along with the camera still left me completely enthralled in the presentation. The voiced narrative continues to be strong although lessened by switching to a new protagonist, but is equally as fascinating to learn about. The solid writing continues to leave me hungry to know more about the underlying narrative. Satisfying and self-contained to an extent like the Trails or Xenoblade games. The first delved into a nuance-filled story about a human who becomes a vampire and struggles with darker impulses. A shadowy tale in a dimly lit fantasy environment. SR meanwhile flips the scripts and asks the confused avenger Raziel to embark on a quest for vengeance. And understandably so! Man was betrayed by his employer after faithfully serving him for a millennium. Only to be betrayed because he had wings and Kain did not?! WELL SEE HER- Coughs. Anyway, I think the Dreamcast remaster is a great way for anyone looking to dive into the series nowadays rather than resorting to a sketchy PC mod. Emulation or playing via console are also fine choices. While I did have some mixed feelings, muddling my final thoughts. Ultimately they're not as egregious as my time in Blood Omen. Thus Soul Reaver is a worthy gateway to try for folks interested in a seamless 3D metroidvania with a rare shifting mechanic followed by an uncommonly gothic story in the Legacy of Kain saga.

8/10

References and additional material:
1998 - Knights fight for Kain article - injunction
2022 - Square Enix sells off IPs and studios
2023 - Embracer & layoffs throughout the year
Dreamcast remaster of Soul Reaver 1
Rumors for an official remaster
Sketchy Soul Reaver PC mod
Raina Audron's work on Soul Reaver 1. Quote is from a readme
2000 - Soul Reaver Response - Amy Hennig responds to reports about the game being unfinished.

Helpful Links - Map of Nosgoth - Incomplete OST - Setting summary of Nosgoth - Spoiler-free SR1 walkthrough - Before I play tips on SR1 - There was no section previously. So I submitted my own tips. Hope this helps any newcomers!
Who owns the Legacy of Kain IP?

La historia no es gran cosa y tampoco es especialmente difícil, pero da igual: Viewfinder se dedica a masajearte el cerebro y explotarte la cabeza a partes iguales durante cinco horas con mecánicas relacionadas con las perspectivas, los ángulos y los espacios en los que te mueves.
Hacía tiempo que no jugaba a un juego de puzles tan gratificante como este. Y además puedes acariciar al gatete.

whodunit en forma de point & click clásico de hora y media de duración, protagonizado por Adso de Melk en el planeta Arrakis (más una pizca de Agatha Christie y Mundodisco). Pixel art súper bonico y un guión sólido e inteligente. Honza Vávra (ojo a este señor) pide la voluntad en Itch.io y existe una traducción al castellano disponible gracias a la gente de Abandonsocios.

This review contains spoilers

Lo que empieza aparentemente como un simple mod formulaico de Doom se convierte en un descenso insano a lo chungo con guiños evidentes a House of leaves, The backrooms y los creepypastas en general. Quien guste de implicarse obsesivamente en una obra buscando secretos y ramificaciones inesperadas va a gozar con esto como un gorrino en una charca. O en su defecto, puede verse el sustancioso vídeo de Power Pak al respecto en Youtube: https://www.youtube.com/watch?v=5wAo54DHDY0

Enfrentarse a DS1 viniendo de Sekiro es absolutamente terrible. Por suerte DS3 es mucho más dinámico en el combate y con un arte visual y un diseño arquitectónico alucinantes. Para ser alguien no demasiado acostumbrado a mundos abiertos, a rpgs de acción y a los bucles hoguera-combate he disfrutado de cada rincón explorado, de cada secreto y de cada enfrentamiento. Una gozada total.

PS: no entiendo el lore, pero da igual.

Las mecánicas de secuenciación de escenarios y personajes relacionadas con la narrativa y el lenguaje de comic son muy interesantes, pero es muy cortito y en general da la impresión de que podría haber dado más de sí. Pide secuela a gritos para terminar de explotar sus posibilidades.

Es difícil descubrir cómo se juega realmente a este juego, si es que existe una manera concreta. A servidor le salieron las letras de crédito finales a la hora y poco de juego. Sobre el contenido mejor no comentar nada, sólo que contiene uno de los giros más potentes que recuerdo en un videojuego, aunque quede algo diluido por un metraje más largo de lo aconsejable. Puro terror lynchiano.

Mechanically, it's a pretty standard Ubisoft-style open world game, so don't expect any revolutionary gameplay. However, if you want the vibes of walking around spoopy Shibuya at night, then it's 10/10. If you aren't already a hardened weeb it might be a bit rough to get used to because they use a lot of Japanese words for stuff, but they're terms you would likely know from modern anime (e.g. torii gates or onigiri).

[Rejugado centrándome en la historia para refrescarla de cara a Survivor]

Aún con sus defectos, Fallen Order sigue siendo una aventura estupenda y muy sólida. La historia es buena, los personajes también (¡Cal me ha gustado bastante más esta segunda vez!) y tiene setpieces de lo más memorable.

El sistema de combate es bueno y satisfactorio, pero la estructura a lo Souls no le aporta absolutamente nada y el juego sería exactamente igual (¿o mejor?) sin ella.

Moverse por los mapas es divertido... la primera vez. Si quieres volver para conseguir las cosas que te has dejado, es un infierno por la inexplicable ausencia de un sistema de viaje rápido. Y los coleccionables en sí no son nada del otro mundo.

Pero lo importante es que es un buen juego de Star Wars y que me ha metido aún más ganas de jugar a Survivor, que era el objetivo principal de rejugarlo.

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[Replayed focusing on the story as a refresher before Survivor]

Despite its flaws, Fallen Order is still a great and pretty solid adventure. The story is good, the characters too (I liked Cal a lot more this time around!) and it has a bunch of very memorable setpieces.

The combat system is good and satisfying, but the Soulslike structure adds absolutely nothing and the game would be exactly the same (better?) without it.

Moving around the maps is fun... the first time. If you want to backtrack to find the stuff you've missed, it's hellish due to the ridiculous lack of fast travel. And the collectibles themselves are nothing to write home about.

But the important thing is it's a good Star Wars game that made me even more excited to play Survivor, which was the main goal of replaying it.

En cdproject entienden lo que es el cyber pero no saben, o no quieren saber, lo que es el punk. Por lo demás no hay ningún aspecto de este juego que me interese lo más mínimo.