Description
Following the events in
Legacy of Kain: Soul Reaver, Raziel discovers a way back through time and encounters one of the Circle of the Nine, Mobius the timestreamer. Mobius urges Raziel to continue his quest for revenge and destroy the vampiric Kain. Raziel reluctantly agrees and heads off to discover the knowledge and weapons that will allow him to achieve his goal.
Soul Reaver 2 is a 3rd person adventure game, like the first game. The player controls the game from behind Raziel's shoulder, moving him in any direction, climbing, attacking, swimming, jumping and using specific abilities. Raziel can grip onto the sides of ledges, climb walls and his torn wings allow him to glide gently downwards. Raziel can shift through the "material" world into the "spectral" realm at will... but must find specific locations in order to shift back. The two realms mirror one another, with distortions which give access to new areas and platforms. Existing in the material world drains Raziel's life energy at a constant rate. Raziel must restore energy by consuming the souls of defeated enemies. Raziel no longer gains abilities from absorbing great souls and instead must imbue his Soul Reaver weapon by activating certain elemental temples. Once activated, various "elemental fonts" can be used to charge the Soul Reaver to specific attributes. Raziel can arm himself with a variety of other weapons including daggers, swords, axes, spears as well as the Soul Reaver and bare-handed claws.
Unlike the previous game,
Soul Reaver 2 is linear and follows specific paths through different areas. Raziel cannot return to certain areas once he has left them behind. Soul Reaver 2 features a variety of different puzzles, often involving blocks or manipulation of different devices. One common theme is "light puzzles" where Raziel must reflect light, using mirrored objects, so that they touch switches or objects which require activation.
Alternate Titles
- "ソウルリーバー2" -- Japanese spelling
Part of the Following Groups
User Reviews
The Press Says
| UOL Jogos |
Jan 21, 2002 |
     |
100 |
| PSX Extreme |
Feb 05, 2002 |
9.2 out of 10 |
92 |
| GameZone |
Nov 08, 2001 |
8.9 out of 10 |
89 |
| Gamezone (Germany) |
Nov 13, 2001 |
8.8 out of 10 |
88 |
| Game Informer Magazine |
Dec, 2001 |
8.75 out of 10 |
88 |
| 4Players.de |
Jan 14, 2002 |
87 out of 100 |
87 |
| Game Informer Magazine |
Dec, 2001 |
8.5 out of 10 |
85 |
| Game Revolution |
Dec, 2001 |
B |
75 |
| GamePro |
Nov 02, 2001 |
3.5 out of 5 |
70 |
| Game Critics |
Feb 23, 2002 |
6.5 out of 10 |
65 |
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Trivia
In the "Making of" material section, the Enemy subsection included artwork of Vampires that were meant to be encountered ingame. However they were cut from the final release, and the only Vampires are either main characters or the strung-up kills of the mercenary and Sarafan Armies.
Apparently, there were two parts where Raziel would have met them. Firstly, there was a planned sequence involving Raziel interrupting a slaying. And secondly, there was to be a hidden vampire village in the swamp ruins. It's not known whether or not they would have been allies or enemies. There were vampiric and/or demonic cultists planned to appear but they were also dropped.
Actually, the lack of vampiric opponents is a surprising turn of events considering that mutated and devolved vampires made up the bulk of the enemies in Soul Reaver.