In memoriam, Donald Sutherland

Legacy of Kain: Soul Reaver

Moby ID: 1525

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Critic Reviews add missing review

Average score: 83% (based on 60 ratings)

Player Reviews

Average score: 3.9 out of 5 (based on 131 ratings with 5 reviews)

Behold the corruption of the once beautiful land of Nosgoth... awesome storyline and the most imaginative puzzles I can recall.

The Good
I first stumbled upon the Legacy of Kain games almost by accident. I knew about their existence, but never got interested enough as to find in-depth info on them. One day, a friend of mine recommended me to play BLOOD OMEN 2 as it was 'a very fun 3rd person action game'. Almost immediatly I loved the voice acting of the game, and I became slightly interested with the plot, as it clearly had a story behind. I went out and bought SOUL REAVER 2, and as the plot would constantly refer to the previous game, I went out for a web search on the Legacy of Kain storyline... Man, the story behind the Legacy of Kain series has to be one of the better stories I ever readed. It's just ENORMOUS, it's full of interesting characters, smart twists, conspirations, deception... It's not only imaginative as few things I know, but it also has such a strong foundation.
After this I just ran for the first BLOOD OMEN and the first Soul Reaver. The latter of them I just finished, so here we are.

The series start with BLOOD OMEN, which is a Diablo-like, fully-2D, top-down perspective adventure game, and was created by Crystal Dynamics / Silicon Knights and published by Activision around 1997, when Windows 95 was all the rage. Later on, Eidos Interactive absorved Crystal Dynamics, and published the sequel, Soul Reaver, in 1999.
Soul Reaver has a number of significant differencies with its prequel, starting with the very gameplay style. Soul Reaver is a 3rd person perspective game, fully-3D, DirectX6-class. As so many other games in the genre its gameplay is divided between combat (close-hand) and puzzle-solving.

Soul Reaver takes places thousands of years after BLOOD OMEN. Unlike the first game, in Soul Reaver you play the role of Raziel, firstborn of Kain's lieutenants, who at the moment has served the emperor for 1.000 years.
Vampires evolve physically through the centuries following their master, until the day Raziel develops wings before Kain himself. This will be interpreted as a transgression and will mean for him the punishment of the traitors: to be cast in the abyss, suffering an agony of centuries until his body is fully consummed.
But before Raziel's body is consummed, a mysterious elder god interferes, bringing Raziel's decaying corpse to life, and giving him the oportunity to take revenge on the hypocrisy of his former master and brethren.
No longer a vampire, Raziel's old blood-thirst will be replaced by a new craving: the hunger for souls. Raziel can actually absorv the soul of his defeated enemies to recover his own health, and he can also 'shift' between the 'material world' and the 'spectral realm', where souls wander freely, and he can consumme them at will.

As it happened in BLOOD OMEN, it won't be long until you discover that this opportunity of revenge brings several hidden strings attached, as the elder god has his own interests in Raziel's quest. Soon, several other characters will also attempt to use our clueless hero as a pawn for their own interests, including Kain himself...
And above all, Raziel's own history will also unfold, proving him to be a puzzle even for himself, and to have a mysterious yet vital part to play in Nosgoth's destiny.

Much to his surprise, Raziel will find a dark and withered version of land of Nosgoth, rumbling and decaying, because of the corruption that 'Kain's parasitic empire' and the eternally trapped souls of the undead means to the 'wheel of fate'.
Nothing is as it was, and Raziel will soon find out that even his brethren have changed... dramatically.

The storyline of the game itself might not be as complex and event-stuffed as the first BLOOD OMEN was, but having that one as a background means it is still strong and interesting: several characters, places, and events from the first game will either re-appear or be referenced to, raising lots of new questions.

Furthermore, Soul Reaver is the first chapter of a saga —the ending is a plain giveaway on this, in fact it even greets you with a 'to be continued'— in which you are going to learn A LOT about Nosgoth's history and curse, and about Raziel's own very sad story.

Gameplay-wise, Soul Reaver follows quite a classic scheme. The land of Nosgoth is divided in several levels, each one is separated from one another by a steep cliff, a huge river, or whatnot, and each one is populated by a different vampire sub-breed, ruled by one of Raziel's brothers —the typical 'level boss'— whom you will ultimately defeat in our quest for revenge. As I said before, things have changed dramatically, and each vampire have developed a special ability to the point of actually suffer a physical transformation. Thus, there is a spider-vampire whose children have the ability of climbing walls, a fish-vampire whose children can swim, and so on.
By defeating each boss and devouring his soul, Raziel will also absorv his particular ability, which will allow you to reach places you were not able before, thus opening the way towards another level.

One of the most interesting features of the game are the puzzles. They HAVE to be experimented to fully understand this, but I can assure they must be the most imaginative thing I saw in this kind of game. The most common puzzle you'll find are ACTUAL PUZZLES you get to solve by rotating and correctly placing huge carved blocks of stone. You can totally figure them out with a little thinking, but some of them will take quite some minutes and require you to pay close attention, working out as one of those 'mind-breaking' little games within the main game.
There are also some lever-pulling puzzles, item-placing puzzles, and a few jumping puzzles. Again, all of them are quite easy enough as to figure out without needing to refer to a walkthrough, but they WILL plant a good challenge.
Furthermore, as Raziel's brothers are invincible and immune to Raziel's physical strenght and abilities, the boss fights are not ACTUAL FIGHTS. Instead, you need to outsmart them and figure out ways to take advantage of each one's particular handicap in order to defeat them. Thus, each 'boss fight' actually work out as a puzzle, in which you win not by hitting several times while avoiding attacks (as in 99.99997% of games out there) but by actually using your brain. This is one of the things I liked the most from this game, as I don't remember having seen something like this before.

The fights are fairly easy, but there are enough of them to keep you entertained for a while.
I already said that you don't actually get to FIGHT the bosses, so their underlings are all the fighting enemies you'll face. You have an 'autoaim' button, wich will make Raziel engage on the closest enemy, and while in this mode you can hit, pounce, or avoid attacks by retreating or side-jumping around the enemy. However, the enemies are not that tough or smart, so avoiding attack is seldom needed.
The hardest thing is that your enemies are mostly vampires, which means they're immortal, hence you need to finish them by burning or impaling them somehow, otherwise they will rise again after a few seconds. Furthermore, if you impale an enemy and take the weapon out of his body consumming his soul, he will revive also.
Finishing the vampires can be done in two basic ways: by the straight use of a pointy weapon (or the Soul Reaver you'll acquire pretty soon in the game) or taking advantage of the surroundings (a ray of sunlight, water, spikes on a statue...). This is rather original, and at first gives an interesting twist to the fighting.

The graphics of the game are fairly good considering the time.
For the game world, the programmers used the typical fog trick to hide the far clipping plane, which in turn allowed them to create HUGE environments. Despite all the decay of the world of Nosgoth, one can't help but stop and watch the surroundings every now and then, since the buldings exhale an impressive sense of magnificence.
The whole game is dark and morbid, from the withering lands to the very half-rotten body Raziel, and yet it's all so unsettingly beautiful...
The graphics for the characters are a mixed bag. Raziel is great. The other vampires not so much. They do their job fine, but they could have been better worked out.
Then there come the bosses, which are nothing short of impressive. As I said, they have mutated a great deal since the last time Raziel saw them, and now they are huge, menacing, repulsive monsters.

The sound plays a big deal of a part in the atmosphere of the game. The voice acting is great. I think the voice acting of the Legacy of Kain series have to be, if not the best, easily among the top 3 best voice acting in games ever. Not only the actors do a great job in the acting itself, but also the voices sound great, and to add to the package, the dialogues are brilliant.
I specially love Kain's lines, all full of double-senses and smart metaphors.
The gameplay is interrupted several times to show a cutscene, and while (unlike in BLOOD OMEN) they are made with in-game graphics, hence they're not visually that impressive, you'll get to enjoy a lot of voice acting.
Not to mention, this means the storyline is constantly evolving, you are assured that you won't walk more than a few meters before you find new —and sometimes shocking— information on the plot.

The music is great. I pretty much suck at describing a music, so I can only say these is among the few games that actually got me interested in its soundtrack. The music is ominous and dark, with a strong use of percussion. It creates an ominous atmosphere that sure fits with the dark yet unsettingly beautiful game world.

Among the intangibles, we could count the interesting feature that's the shifting between the material and spectral realms. Not only is interesting as an idea, but the effect is also greatly accomplished, the world sort twists and revolves on itself, until it's transformed into its own unsettling dark (even darker) version.
At some points, the world twists so badly that the deformations achieved by shifting to the spectral realm are exactly what you need to pass by certain obstacles.

Finally, the game offers a great deal of replayability in 'the search for the glyphs'.
The glyphs are some sort of special powers that Raziel acquires to use against his enemies. In order to get a glyph you'll need to find its own 'secret area' and solve a special puzzle related to it.
I talked before about how enormous the gameworld is; well, many players can go through the whole game and even finsh it, and still haven't seen like half of the actual game world: the secret areas where the glyphs are found are HUGE. The level of detail put into them is impressive, and if you enjoyed the views throughout the game, it's totally recommendable to go back and look for the glyphs. Only visiting the places where they are hidden is worth the replaying. Sould Reaver redefines the concept of 'secret area' into something that would be more fitting into 'secret worlds'.


The Bad
The first thing that shocked me in the negative aspect, is the control interface.
For one thing, the mouse is not used at all. Then, the arrow keys work in such a strange way for what I'm used to see, since the direction each arrow moves Raziel depends on the position of the camera. This is specially annoying when the camera decides to suddenly change perspective and then you can have a slightly hard time figuring out which key would now point the direction you were moving to. Nedless to say, when this happens in a fight, it can get VERY annoying and frustrating. Let alone the middle of a jumping puzzle.

All in all, the combats are easy, as I said. That's not exactly bad, but it's not all good neither. The combat interface is so worked out with all the evasive techniques and all, and yet most of the fights are easily won by just charging against the enemy and hitting him like insane.
Then, there comes the 'finishing' thing, and while it's original and nice in the beginning, it gets sort of annoying pretty soon, specially since you need to pick up the body and aim towards a fire, a spike, or whatever, and you can easily miss, which means you need to run towards your enemy, pick him up before he recovers, aim again, throw him, and then maybe you miss again...
As for the weapons, the good thing is that they make up for the afforementioned problem. The bad is that they are exactly all the same, despite different forms. It would be nice to have weapons of different ranges, strenght, and whatnot, but it's not the case here.

The glyphs, while presented as weapons, and actually recommended to be used with caution, are pure crap. First, they won't kill your enemies, but stun them, much like hitting them. Second, once you get the ability to shoot energy bolts from your hand, the glyphs just cross the line to completely useless.
The only good thing about them is the exploring done to actually get them, but as a weapon they just suck.
I said that the programmers used this 'fog' effect to hide the far clipping plane and thus having the possibility of creating huge environments whitouth needing an exaggeratedly powerful hardware. However, sometimes this fog just doesn't look right. Sometimes it looks like fog and when in closed environments it is usually black, from which we assume it's the darkness of the place... but sometimes it is green! or cyan! That sure looks horrible, and worst thing is it could have been fixed by just using a more 'foggy' colour.

The game lacks a feature I loved from the first one, which is the Dark Diary, where all the events of the plot revealed so far were stored so you could run through them to refesh your memory, or simply watch the whole storyline played once you finished the game.
In Soul Reaver, there are two points where two characters will point you with hints towards your next target, as to get you on track if you'd miss anything or just forgot where you were, but that's it.

Finally, I played this game in 2003, and I had SOUL REAVER 2 already installed, so I started playing it right after finishing this one, but I think I can barely imagine how frustrating should have been to reach the ending of such an awesome game only to be greeted with a 'to be continued'.
That's a low punch.

The Bottom Line
I never saw the Legacy of Kain series coming, and now I just love it. It has to be one of the top 3 best stories ever, and that's even counting books and movies.
I never thought the combination of a middle-age-like world and vampires would ever get me interested in any way, but I was terribly mistaken. Soul Reaver is a masterpiece of a sequel. Far from spoiling the first game, it creates a whole new reality in the same universe, whit the same degree of interest and intrigue. But right before you can think that they just took advantage of a great story to support a totally different game, Soul Reaver's story merges with the one of Blood Omen in a way so smart that it makes you think the whole thing was necessarily thought out from before.

The game would be worth playing even without the great storyline, if only for the beatiful world they've created, and the greatly thought out puzzles.

The voice acting and the music add up to round a package that's 2 cents from perfect.

The worst of the downs has to be the awkward control interface, but all in all it's not like you can't get used to it anyway, only it could have been much smoother.

Do I recommend Soul Reaver? And you still ask?
Soul Reaver is a MUST.

Windows · by Slug Camargo (583) · 2003

"I will devour your Soul, you helpless little gamer!!!"

The Good
I was really surprised by Soul Reaver when it finally got to me, especially since I expected it to be nothing more than a post-apocalyptic/horror Tomb Raider wannabe. The game starts out on the right foot by putting you in a story that is entertaining and fits smartly into the game. You are the vampire Raziel, Kain's right hand man and his most powerful warrior. But as it turns out you make the mistake of "evolving" sooner than your master, he gets pissed and throws you into the abyss. However instead of dying you awake centuries later having been transformed by an unknown force into some sort of spectral vampire, a creature that feeds on souls and can walk through either the material or spectral planes of the world. Your mission? Payback time baby! And along the way you'll pick up some interesting tidbits about your past...

Gameplay itself could be summed up as a "less anal Tomb Raider" meaning that there isn't as high an emphasis on precision jumping or acrobatic antics, but the game is at it's core a 3d action-platformer. Of course I wouldn't be writing this down in the "good" section if it weren't for the wonderful twists the game applies to enhance everything that is good about that genre, and get rid of everything that is not. For starters Raziel has super-human strenght, so you are able to push, pull and even flip objects (adding a new layer of complexity to the Eidos trademark "giant box puzzles"), and you get to make impossibly long jumps, as well as glide around, etc. Another good design choice is the way the game progresses and introduces it's mechanics. Each boss soul you absorb grants you new powers, and those powers in turn, open up new parts of the gameworld (ie. being able to climb allows you to go up that mountain you couldn't get to before).

Enemies are for the most part vampire mutations, and as we know, vampires only die by fire, water, sunlight, or... impaling :))... So even the tedious fighting in these types of games gets revamped when it comes to getting down and dirty, since you can stun your opponents with your hits, but it will take one of those previous means to destroy them...

The other great gameplay premise lies within the plane-switching abilities you have, which allow you to switch between the material and spectral plane of a given location on the fly. This changes the scenery dramatically in most places and introduces new sets of rules (ie. you are weightless, water has no mass, and you can't flip switches or open doors on the spectral plane), in essence it is a clever and original feature that breathes new life into what's already a tired idea.

The plane-switching also shows off another area where the game really shines: the graphics. Sure, they are not the most detailed, and there's some considerable fogging when compared to newer games, but the engine uses a lot of excellent lighting effects (which are used to the max when you switch planes, changing the tones and shades of everything around you), and has virtually no load times. In fact, you can traverse the entire gameworld without loading up once!

And of course I have to mention that the game has a great moody soundtrack which really kicks in sometimes, and an excellent voice-acting (truly some of the best I've heard).

The Bad
As surprised as I was about Soul Reaver's originality, I still have some bones to pick with it. For starters the consolistic controls will give you a headache every now and then ("my mouse is RIGHT there!! Why can't I use it to look around???") and there are a lot of console-touches that may rub a lot of people the wrong way (ie. "Press Start").

There are WAAAAAAAAYYY too much of the Eidos box-puzzles, and the game sometimes gives no clear indication of what to do next, momentarily stopping progression because you simply have no clue of what to do or where to go! "Go east of the temple and you shall find your destiny in the bowels of the earth...!!" Ok, I take it that means I have to go down some cave somewhere... but what am I going to do/kill/destroy there? What's my objective? And where the hell is east in this place anyway???? :))

The game also gives you a glimpse of what could become a pseudo-rpg angle, but never really explores that. It allows you basically to get some bonus spells, and enlarge your health bar, but that's it. It's a real shame they didn't explore that concept more throughly.

But what stings me the most is the way the story ends. I don't want to spoil it for you all, but it is simply embarrassing. The game slowly builds up from it's "just revenge" storyline and introduces sideplots and different threads that make the plot more and more interesting as you go. But the game ends before properly closing any threads. In short... there's no climax!! You fight Kain and... "To be continued" (well not exactly that way, but I don't want to spoil anymore) I hear this is because the game was in fact, chopped in half and released like this, but I don't think that's a fair excuse. They should have decided a better place to chop this gigantic idea they had, because as it is right now the game just doesn't end, it simply stops.

The Bottom Line
There are some things you can point out and that become a nuisance about Soul Reaver, but the fact of the matter is that it is a kickass game. Not so much because of it's particular genre or basic premise, but because the twists and original ideas it brings to a tried and true (but already boring) formula. If you are not afraid of dipping into some console-based waters, then dive in because you'll have a blast playing this one.

Windows · by Zovni (10504) · 2002

The butcherized and bastardized sequel to Silicon Knights' classic, but it actually ain't that bad.

The Good
Soul Reaver is a sequel of sorts to Blood Omen: The Legacy of Kain but aside from the partially trademarked names it's really hard to notice the "family resemblance".

The first thing you'll notice in Soul Reaver is the amazing introductory FMV which is further enhanced by the game's simply breathtaking graphics. The 3d engine loads objects on the fly, or rather as you're walking through doors, and is somewhat more reminiscent of a 3rd person Unreal game than that of Blood Omen's. It features high-poly models, a ton of colored lighting effects and huge outdoor areas but it's most impressive aspect is the "double-dimension" effect. As Raziel, the game's protagonist, switches between the real and the ghost world his surroundings literarly morph. The walls twist and bend, the ledges raise and extend, enemies disappear to be replaced by new ones and all of this is accompanied by great lighting effects and done right in front of the player's eyes with no loading time whatsoever. Also, the PSX to PC conversion allowed for 3D acceleration to be used as well as an incease in the resolution which enhances the graphics tremendously, and due to essentially being a game for an iferior console Soul Reaver will run fast on almost all machines using the highest settings possible.

The music and sounds are also phenomenal with the aural tracks done by the Information Society which fit the incredibly gothic mood perfectly. Voice acting in Soul Reaver is also topnotch and idealy complements the great dialogues. The gameplay is often very satisfying combining various aspects of action and adventure genres but unfortunately ignores the previous game's emphasis on spells, equipment and vampire abilites. As Raziel you're able to shift between the two aforemention dimension to solve Tomb Raider esque puzzles, take advantage of the environment to kill the undead and immortal vampires, suck down souls to remain in the real world and use various abilites learned by defeating your undead brethren.

Finally, despite relatively ignoring Nosgoth's setting Soul Reaver introduces it's own world of a post-apocalyptic setting combined with a gothic dark-fantasy feel that in the end is more original than that of Blood Omen but not quite as vibrant or detailed.

The Bad
Soul Reaver's most obvious flaw is almost completely ignoring the original game's plot. Silicon Knights was involved in a lawsuit with Crystal Dynamics and consecutively had nothing to do with the sequel to their game. Despite this setback Soul Reaver could have still closely followed it's predecessor but declined to do so. The gameplay changes could be explained by the change of the title's hero and engine, but various story elements have been thoroughly ruined or ignored. The Elder was introduced without any real purpose or explenation while Hash’ak’gik wasn't mentioned once and has basically been overlooked by the developers. Various fans have tied in the Elder to the Unspoken but even if their theories are true this motive was never explored or even hinted at in the actual game. Even one of Blood Omen's main villans, whose death was one of the most memorable and concluding acts in the game, makes an unconvincing return.

Despite all of this, Soul Reaver's largest setback would have to be the fact that the game was basically cut in half and released nowhere close to being complete. Eidos finally got tired of waiting for Crystal Dynamics to finish the game and in turn made them put out a title that simply is not done. This doesn't mean that Soul Reaver is plagued by bugs and unfinished gameplay features, infact the game's practically "spotless", but instead it simply comes with roughly half of the levels and storyline that it was originally intended to contain.

The Bottom Line
The bottom is line is that Soul Reaver: The Legacy of Kain remains one of the most enjoyable and worthwhile experiences in all of gaming but makes you wish it would have achieved all of it's goals before being released.

Windows · by Radoslaw Koncewicz (6) · 2001

What An Epic!

The Good
Well folks you are in for one hell of a ride. If you are a fan of vampires or if you're just looking for a great story with plenty of action and original ideas this your game. Oh, and you need a tolerance for Playstation 1 graphics if you're going to get through this one.

STORY

The game is actually a sort of follow up to Silicon Knight's excellent Blood Omen: Legacy of Kain. Set many years after the end of Blood Omen (I'm not calling it B.O. so bear with me :P) the enigmatic vampire Kain has forged an empire for himself and basically exterminated the humans of Nosgoth. With his empire being so large and all Kain creates 5 lieutenants to command his vampire forces. One of those lieutenants is Raziel, our protagonist. The story opens with a stunning CG (for it's time) explaining how Raziel sprouted wings and received death for his "transgression." Kain, being the evil jealous vampire lord that he is, decides that if he doesn't evolve first - nobody does. And with that he casts Raziel into the Abyss where he lays burned and very much dead until....

A few centuries later the mysterious "Elder God" revives Raziel and gives him a chance for vengeance...but for what price. And I'll leave it at that. The story, while an unoriginal vengeance theme, is excellent and provides a couple of "jump out of your seat" twists and many turns as Raziel seeks to hunt Kain down for killing him.

PRESENTATION

I must say, and many gamers out there agree with me, that the LoK series has some of the best voice acting done in ANY video game - period. Simon Templeman returns to revise his role of Kain from Blood Omen and his powerful voice acting is superbly done and he steals the show. But Michael Bell as Raziel was one great casting decision and the banter between these two especially later on is fantastic. All the supporting cast is creepy and vampiric and very well done. The music is absolutely fantastic. Kurt Harland and his Ozar Midrashim song seem like they were made for this game. Powerful. All the area themes are very well done and the combat effects are top notch. A lot of today's designers could learn a lot from the presentation of Soul Reaver. The game's best aspect by far.

GAMEPLAY

Controlling Raziel is very easy and responsive. Even the windows version is quite good with the keyboard and all. There are 2 different types of jumps and you can glide with your ruined wings which is very cool. You can attack with your claws and in groundbreaking style (for it's time...) you can grab torches off walls, use sharp lances and spears and basically just destroy your vampire opponents with whatever your sick imagination brings up. Once your vampire foes are dazed which happens after you hit them successively and hard, you can pick them up and throw them in sunlight, water and on spikes to finish them off. Once this happens their soul appears and Raziel, being the "Soul Reaver" can eat the foes' souls and recover health. Very cool and this forces you to feed to keep alive in the material world. Ah yes, there are 2 worlds. Raziel can switch between the Spirit Realm and the Material Realm at certain "portals". This is helpful in certain puzzles where the spirit realm makes places much more accessible. You also gain special abilities such as telekenesis by acquiring glyphs scattered across Nosgoth in shrines that really add to the game. And when you acquire a certain legendary weapon - the fun really starts!

FUNCTION

Saving is a breeze you can save anytime, anywhere. Not to mention there are warp gates all around Nosgoth that teleport you from place to place so there's no repetitive walking around. The boss fights will make you replay them again they are so fun and the rewards for them help access new areas such as the aforementioned glyphs. Your enemies are never repetitive as you go up against hordes of vampires from your former brother's legions. If killing humans is your thang then stroll on over to the human citadel and start sucking souls - if you can find it!



The Bad
Well the graphics are a bit dated and it does detract I am afraid but it's not too much to worry about.

Some of the puzzles are pretty dumb and they appear at the most inappropriate times. For example you wade through hordes of vampires as you try and get to the boss and just before his lair the game throws a block puzzle at you. This is just a waste of momentum.

As for the ending: Well it may leave you screaming at your screen... There is a reason for Soul Reaver 2 folks and this game is it.



The Bottom Line
If you are looking for an excellent cinematic adventure with plenty of action and drama along with awesome weapons and vampires sprinkled in then look no further. Grab Soul Reaver from a bargain bin now and go on an epic ride. Just make sure you leave space on that hard disk (sorry PS owners :P) for Soul Reaver 2 and LoK: Defiance if you want to see the story of Kain and Raziel through.

PlayStation · by Zsolt Pardi (19) · 2004

" A chapter in a series of Masterpieces... "

The Good
This game's storyline is great...It leaves you wanting to know what the rest of the chapters of The Legacy of Kain series holds...It's quite worth finding out....trust me...

The game isn't cheesy at all....The storyline isn't expected....Tha'ts more than I can say for most games in this Day and Age....

The Boss fights are sorta challenging....

Gameplay is Great....I've always enjoyed Impaling my victims with a Spear ;)

The Bad
Raziel got to fight Kain just a little too early in the storyline...(though there is still more of the game left....lots more)

The Bottom Line
Playing as Raziel (A Former Noble Vampire of the Warlord Kain), you seek revenge against Kain (Your former Master)...Your memory is totally wiped out with your death so as you embark on your journey you uncover things of your past and learn great useful skills and solve TONS of puzzles.....

PlayStation · by Decrepify (1) · 2003

Contributors to this Entry

Critic reviews added by Cavalary, Tim Janssen, Big John WV, Jeanne, vedder, chirinea, Alaka, Patrick Bregger, Wizo, Donatello, Riemann80, nyccrg, Flu, CalaisianMindthief, Alsy, Kid Fraser, mikewwm8, Parf, Klaster_1, lights out party, Plok, firefang9212.