Reviews from

in the past


Amazing game. The Windows port butchers this though, play on something else

This game desperately needs a reboot, a remake, something to revive it. What an amazing story.

Yine herkesin çok sevdiği ama benim bir türlü alışamadığım seri. Zamanı değiştirme mekaniği çok iyiydi ama hiçbir zaman kendini yenilikçi hissettirmedi. Şuanda da oynanmaz, geçmişte bir kez oynanıp bitirilebilirdi.

Tengo muchos sentimientos encontrados con este juego.
Todos los problemas que tengo con este juego se debe a los recortes que hicieron.
La historia no es mala si no floja y con mucho potencial desperdiciado.
Se explora muy poco la dinámica de Raziel con sus hermanos. Se compensa un poco con lo definidos que están pero pues eso es más un consuelo que un punto a destacar sin mencionar que el juego no cierra nada.
Además de que está más centrado en hacer puzzles en las mazmorras que se pierde mucho la narrativa del juego como si estuvieran separadas.
No miento con decir que dure mucho tiempo haciendo puzzles y cuando termine se me olvidó porque carajos estaba en ese lugar.
Otra cosa a destacar es el contenido recortado en varias zonas que pasaron a ser opcionales la más evidente la ciudad de los humanos......
También tiene algunos problemas el gameplay la cámara falla en varias ocasiones al estar puesta en lugares cerrados, Mención deshonorifica a la cámara cuando estamos nadando.
Ya quitando eso el resto de la experiencia es muy buena. El nivel de progresión de Raziel es excelente y se llega a sentir increíble cuando conseguimos la segadora de almas y los poderes nuevos. El combate es funcional si bien es sencillo me gusta las diferentes herramientas que tenemos para acabarlos además de lo divertido que es matar a los jefes analizando en el escenario. Los puzzles llegan a ser muy variados e ingeniosos esto combinado con el cambio de espacio al tener que alterar entre 2 realidades es increíble. El diseño de niveles están muy bien es un mundo semi abierto que incita mucho la exploración con muy buen backtraking.
La ambientación es increíble. Un juego de 1999 tiene mejor ambientación que muchos hoy en día.
En cuanto a los coleccionables me gustan que sean opcionales, el juego nunca te presiona a conseguirlos y si quieres puedes hacer caso omiso a ellos y seguir con la aventura (aunque si el juego es muy fácil......) Quiero destacar que estos coleccionables si son importantes para tu progresión con Raziel y no son mamadas como los juegos de Ubisoft que es recoger porquería por qué hay que rellenar el juego con algo.
Lo recomiendo pese a sus falencias pero si puede ser algo tedioso en los aspectos negativos que mencioné.

Third GOTM finished for May 2024. I thought the boss designs and fights were really interesting, and the sound design was excellent. Pretty much every other aspect of this game was "meh" at best, and annoying at worst. A 3D Metroidvania-style game doesn't really translate all that well when a lot of the environments look the same and everything is drenched in murky browns and grays. This is further compounded by a teleportation system that relies entirely on symbols, so heaven help you if you forget which one goes where. Raziel's movement is also a little odd, in that there's an "acceleration" from standing still to actually running/moving that kept throwing me off, especially in a game where the developers loved to throw in small platforms. There were some neat ideas here, just don't think they were executed all that well.


This is literally and unironically the single worst game I have ever played since Superman 64. As bad as this game is, the music was nearly Crazy Bus tier, the worst part.

It didn't age very well but still it's one of my favourite games ever. The music, atmosphere, character design, and the gameplay (at least at the time) were absolutely groundbreaking. Everything is so cinematic and the world building is absolutely perfect. This whole series deserves a new chance.

A great action-adventure title that presents a wonderfully decayed world to seamlessly explore seeped in a gothic aesthetic that perfectly compliments its exquisite storytelling and dialogue. Rewarding exploration, a unique atmosphere and excellent storytelling make Soul Reaver a fun game to revisit and remember.

I remember thinking I was cool and edgy for playing this game as a kid, and as an adult I am cool and edgy.

Game's alright I guess.

This is my favorite game of all time. The story was amazing, no other game back then had a deep story other than metal gear solid. The graphics are amazing, the best on the Playstation fully detailed models and textures. This has the best voice acting ever, The characters never sound bored and the vocabulary is amazing. And the music fits the area you are in and has the best main theme I have ever heard. So the gameplay, I love adventure games which this does. I also love action and puzzle which this also has. It is so much fun to explorer the secrets of Nosgoth and kill your brothers in their dungeons. And If you like something new with good story and adventure, go buy it. It is the most underrated game and franchise in the world in my Opinion. And does it hold up Today. I played this in 2014. Fifteen years when it came out and I say yes it holds up

Some people want a remake of this. Don't! The Ps1 graphics are perfect. This game is perfect.

This is Goth Zelda (positive).

This review contains spoilers

Legacy of Kain: Soul Reaver tells the story of Raziel, mouthless, blue vampire boy, facing his greatest foe: box pushing puzzles. Ok, actually it tells the story of... well, it tells PART of the story of Raziel's fight with Kain, his former vampire boss. He enacts this battle by hunting down his brothers-in-arms, devouring their souls to gain new abilities, Metroidvania style, to explore more areas of a large, interconnected world, all the while being guided by a faceless elder god who never really explains why any of this is happening.

Soul Reaver comes from that magical turning point in gaming history where developers realized that voice acting could actually be good, and this is by far the best part of the game. Characters speak in pseudo-Shakespearean riddles about betrayal and purpose with a level of seriousness that adds proper weight to the setting, bordering juuuuuust on the edge of being a little too edgy for its own good. All the performances hold up even by today's standards, particularly Raziel's self-serious, single-minded internal monologue. It's all pretty one-note, but it's a good note that suits the Gothic goings-ons. Unfortunately, no amount of high-quality acting can outplay the lesser parts of the game.

Soul Reaver is a lot of old game design wrapped up in much prettier packaging. Raziel's adventure takes place in one massive environment with no visible loading screens. Teleportation gateways serve as shortcuts around the world, but even those hide any perceptible loading of assets. It's an extremely impressive technical feat for a game of this size from 1999. Raziel travels through swirling lakes, vampiric temples, and a massive cathedral that is, in fact, a giant pipe organ of sorts. It's all very unique, but the creativity was spent entirely on these settings and not so much on what to fill them with. Despite the sprawling environments and varied enemies that inhabit them, the main thing Raziel spends his time doing is pushing boxes. Literally every level has multiple box pushing puzzles. Every so often he'll flip a switch or pull a lever, put it's usually in service of getting Raz to the next bunch of boxes to push. It's tedious and wears thin almost immediately. Credit where it's due, most of the overall puzzles are built into the environment itself, being a part of the natural setting, but rounding the corner to see another stack of boxes just waiting for Raz to push around is sigh-inducing.

When he's not pushing boxes, Raziel is leaping, climbing, or swimming around the world. He can swap between the physical and material planes pretty much at will (returning to the physical world requires using a highlighted spot in the environment), and the area around him can shift dramatically between either version. It's a neat idea and offers some cool visuals, but both realms are stuck with Raziel's dated controls and camera. He often slides to a stop, turns in wide circles, and decides randomly when to use his high jump, making precision platforming more aggravating than rewarding. Add a camera that usually wants to be as close to Raz as possible and it all becomes a harsh reminder of how early 3D platformers played.

Fortunately, levels culminate in a boss "battle" against one of Raziel's brothers, and most of these are memorable high points of the journey. Very rarely is a fight won with brute strength. The majority of Raz's brothers are bested with some sort of creative puzzle solution, turning their powers back against them. It's a satisfying way of defeating these creatures that have been twisted and deformed by the passing of hundreds of years, whose sole purpose seems to be betting Raziel that he can't kill them. Each time he proves them wrong, he absorbs their soul and special ability, which enables him to traverse more parts of the environment, tracking down Kain to his final hideaway.

At the end, however, all of this fratricide leads to a great big reveal of... nothing. The game's story ends with a defeating "To Be Continued..." text screen. Nothing is answered, nothing is explained, no one ever speaks in any specifics. Raziel is never clued into anything that Kain is actually up to, and is instead forced to, I assume, get answers in the sequel that wouldn't appear until the PS2. It's a deeply unsatisfying ending that comes at a point when things seem to be picking up, not concluding.

Legacy of Kain: Soul Reaver is rightfully remembered for terrific voice acting, dramatic presentation, and gorgeous environment and character design. It's rightfully less remembered for its janky controls, repetitive combat, and abundance of box pushing puzzles. Overall it's a memorable experience that shows off some of the best that the PS1 era had to offer, but, much like the beginning of Raziel's tale, many years have passed and many things have changed in the world of games, making it a worthwhile journey with a heavy dose of caveats.

Man I played this shit when I was a boo-hoo teenager and it hit so hard. "Yeah this is a pitiful form to inhabit, Raziel!"

Playing through this now 25 years later and shit is still solid. The mood is so gloomy and the PSX graphics make it even more gritty. Love running through flooded and muddy ruins and spearing sad excuses for vampires.

It does suffer from of those 90's camera issues (had to remap the camera turn) and the boss fights are mostly a let down. But the writing, mood, and environments are just that good moody shit hell yeah.

2/5 of "BC relives his teen years and plays all of LoK"

Might be the most Late 90s video game of all time, as it draws mechanical inspiration from dozens of its competitors but changes the variables by being Siiiiiick Bro. An adventure game to listen to the Blade soundtrack to.

One of my favorite games lore-wise and one of the best intro cutscenes in gaming history.
The dialogue is beautifully shakespearian and very intriguing to hear, since the main voice actors (Michael Bell, Simon Templeman and Tony Jay(may his soul rest in peace)) are/were amazing professionals.
The universe of this game (and this franchise) is very rich in lore and twists.
Amazing goth aesthetics, haunting atmospheric soundtrack and intriguing cast of characters.

Unfortunately, gameplay is not the forte of the Legacy Of Kain series.
This game did not aged that well, but it's the second best gameplay in the series you are going to get. Some puzzles are pretty lacklusters, but others can be rewarding when you uncover the riddle for yourself.

It's an amazing cult classic.

I still think about this game on a regular basis. Maybe we'll get a remake some day.

Uh.. This is the first review i make of a game that let me down in some aspects... Don't get me wrong, Soul Reaver is good, overall. But it truly needs a remake.


One thing that truly amazed me is the "two worlds" mechanic. Basically, there is 2 different versions of all scenarios that you go trough the game. Until this day, i've never seen a videogame that do that so well than this one.

The story is 10/10. Fantastic, a whole universe in a PS1 cult game. But i cannot say the same for the gameplay, the combat works well but there is so many enemies (and they keep respawnning) that it doesnt make it fun to fight, it just keep being boring when they messes with u when you're trying to solve a puzzle.

And talking about puzzles, this game has a LOT. And most of them are "box pushing simulators". There is SO MANY, so MANY puzzles that it feels that this isn't a action/adventure game, 'cause the pace gets so slow that there is moments you just want to see a walktrough by a 13yo kiddo instead of trying yourself (None of them are really hard and the bosses are easy as well)

It's a shame, but it's still worthy to try!

Very of its time and can feel a bit stiff at times but mostly a good time.

The ending, which I will not spoil though, is awful and playing to completion will leave you feel deflated and let down.

Top notch narrative, voice acting and setting but I really really hate block puzzles.

A lot of very interesting ideas, the sum of which is underwhelming nowadays.
The inertia of the basic movement really wore me down.

Legacy of Kain as a whole has some of the best writing and acting you could ever wish to see in a video game. Raziel's adventure is wonderfully presented and holds up incredibly well for a game over 20 years old. Camera and controls can be a little finicky sometimes, but its never really a major issue. What steals the show though is the gothic design, ambitious story and Shakespearean prose, one of my favourite PS1 games ever made.

This review contains spoilers

"Use your hatred to reave their souls... I can make it possible. Become my soul reaver, my angel of death...".

Legacy of Kain: Soul Reaver is one of those titles that in many ways was ahead of its time and was left to join the maelstrom of cult classic games with a devoted following, but nothing beyond as far as the mainstream is concerned. Which I find unfair, because Soul Reaver is, to this day, a key example of what I would classify as writing excellence.

Now admittedly, the entire franchise is (minus one, Blood Omen 2, but that’s another story), but Soul Reaver is when the franchise found its footing, where things start to kick into high gear. It is perhaps the most well-known one for a reason, as well as the fan favorite.

You play as Raziel, a vampire lord serving the deified Kain, he himself a legendary vampire that has sired Raziel and five other vampire lords and ushered in a new age of despair in the lands of Nosgoth. During the millenia of Kain’s rule, things have functioned in the following way: Kain would grow in power, his vampiric body would evolve, and his followers would follow suit. The game starts with Raziel breaking this cycle however, showcasing a new set of wings to his vampiric comrades. As a reward, our man Raziel gets the best someone could wish for: punishment for suprassing his leader on the evolutionary scale, his wings forcefully removed and his dying body thrown into a swirling, watery abyss.

So yeah things could’ve gone better, but for poor Raziel they somehow get worse, as he suffers the acidic effects of water on his vampiric flesh for centuries, finally reaching the bottom of this seemingly bottomless lake a blue, jawless carcass, being awaken by an eldritch monstrosity known as the Elder God, who know pushes Raziel to work for him and do his bidding.

And thus our journey begins. Soul Reaver’s gameplay feels like a cross between Tomb Raider’s platforming and Ocarina of Time’s exploration. That may sound more exciting than it is, the gameplay really is okay but not like, groundbreaking. Combat revolves around damaging enemies enough times for them to be stunned and eventually executed in a variety of different ways (burning, impaling, exposure to the sun…). It’s relatively basic stuff, but it does it’s job well enough. Platforming is the same, focused on box puzzles, backtracking, later on swimming, relatively basic stuff, even for the time.

The gameplay is tool in order to bring you from story beat to story beat, really. While not awful, it will not be what you remember Soul Reaver for; the presentation, music and especially the writing and performances. The game looks great, with each character having very memorable designs and even more memorable performances. Everyone brings their A-game for this one, delivering Amy Henning’s Shakesperian writing with gusto. This is one of the aspects that has aged the best out of this game (and really, the franchise as a whole), making it a timeless experience. Raziel’s squabbels with his former comrades (now deformed beasts that have left their corrupted sides take the best of them) are written fantastically, making even someone who only see for the duration of a boss fight an interesting and deep character with its own motives.

At the centre of this lies Raziel, a man that is as sympathetic as he is, for lack of finer terms, an incredibly sassy bitch: the lack of a lower jaw doesn’t stop him at any point to make his mind known, and if when he isn’t busy judging a character’s moral standpoint, he is actively mocking them in the cattiest way possible, all while still remaining on a Shakesperian edge.
Acting as a foil is the titular Kain, the de facto protagonist of the entire franchise, though here he takes the role of antagonist, being a now clearly demented and egolomaniac being with some hidden agenda that doesn’t become clearer (key word being clearer, not clear) until later on in the sequels. Kain’s a powerful villain on a surface level, having defiled the corpses of the holy order of the Sarafans (from which Raziel and his bretheren were transformed into vampires, something that was removed from their memory) and actively destroyed the world of Nosgoth by refusing to sacrifice his life in order to keep the Pillars of Nosgoth, gigantic structures that keep balance to the land, intact, something that lead to the eventual wasteland we are tasked with exploring.

Raziel’s quest is one driven by his disgust of what his vampiric brethren have become, and then one against vampire-kind in general; a man against his own nature following the whims of a lord that is clearly using him, but from which he has no real way to unshackle himself. Raziel continues serving the Elder God only because, for the time being, their objectives are the same. Free will is something that will become a core component of Raziel’s story as the series moves on, but the seeds are sown here.

While every character is written sublimely and is visually striking and memorable, if they are fought, they aren’t always engaging, as bosses are mostly puzzles that require less fighting and more environmental exploration to deal with them (one boss flat-out requires you to run away from them, as they are invincible). Similarly, the spells that you obtain from them are varied in terms of usefulness; in typical Zelda fashion, some spells/items obtained after a dungeon are more usefull in most situations than in others, but all kinda share the same fate of just being “there”. A projectile, an AoE spell, the ability to climb and swim…all of these are useful but none really makes you crazy to use them. The one exception is the famed Soul Reaver itself, Kain’s sword that Raziel obtains after his first encounter with his lord post-punishment. Raz’s Reaver takes a spectral form that is only usable when Raziel is at full health and deals excellent damage.

One ability that always remains a constant is Raziel’s ability to shift between dimensions, the corporeal and ethereal. A lot of dungeon puzzles are built on the differences the world experiences between these two dimensions, a unique mechanic that takes a while to get accustomed to (sometimes the path forward is obvious, such as a gate being able to be passed through only in the spectral realm, but other times it’s stuff like realizing how the actual level geometry changes between dimensions).

By the end you have more questions than answers, as Legacy of Kain: Soul Reaver ends on a cliffhanger, but in rare fashion, it actually manages to make it earned. Raziel’s journey is one that leaves you wanting more, and more is what we will get. If that isn’t a testament to the game’s spectacular writing, I don’t know what is.

If any game is screaming for a remake it's this one.


The graphics are kind of whack for j villagers and most enemies, but this game is one of the greatest narratives ever told in video games.
The acting is above and beyond.
If anything deserves a remaster or reboot, it’s this series.

I tried, i love the lore and story of this game, the characters, how the bosses looks, the music is amazing, love what they try to do with the gameplay and combat BUT this game is borderline unplayable. The framerate, controls and camera are atrocious. The camera & controls prevent me from have any fun with this game.
If a game exist that NEEDS a remake is this.

It's a mixed bag. The story, atmosphere and voice acting are excellent. The game is worth playing for those alone.

However, the game part is very clunky. Combat never really feels good. Boss fights are gimmicky which is okay since the combat is really not very good.
Level design is confusing and it's easy to lose your way.
Many, many, too many box puzzles. They even throw respawning enemies in box puzzle rooms which gets irritating.
I hope the sequel is better. I plan to play it eventually.

De la saga legacy of kain, los soul reaver parece ser los más reconocidos y con más cariño. Viendo lo que me trajo este juego, no sé que pase con los demás, pero diría que es fue un viaje interesante, atmosférico y con una narrativa interesante.

El dilema recae en sus sistemas y niveles. Véase trata de traducir un metroidvania al mundo 3D, curiosamente es de los creadores de tomb Rider, y este juego almenos en su movimiento se queda a medias entre un plataformeo fluido y uno mas realista, hay dilemas como que aveces llendo adelante en pequeñas plataformas probóca que aveces no se agarre o que te resvales callendote por el otro lado, haciéndolo un tanto molesto, igualmente no es un problema el resto del juego debido a que es funcional, a diferencia del combate o el sistema de cambio de realidad, siendo bastante tosco y necesitando si o si de objetos en el mundo material, aunque es más liviano en el mundo spiritual, en este sobretodo cuando consigues la espada en torno al 20% de la campaña, pero de resto sin algo donde finiquitar un enemigo, realmente solo es tiempo muerto sin mucha sustancia, lo cual se ve en el mundo espirituale, ya que la mayoría de veces es solo tedio de traspasar paredes o simplemente buscar rellenar la vida para volver a lo material, aveces es útil para cambiar perspectivas de objetos o zonas, pero la mayoría de ocaciones no aporta absolutamente nada, salvo por el hecho de ser una segunda oportunidad ya que si te matan en ese mundo spiritu, se acabó, cosa que no pasa con el material (aparte de que el juego no está muy hecho para el combate contra más de un enemigos y la mayoría de veces ponen 2 mínimo).

Otro dilema recae en el diseño de mundo y puzzles, aveces hay puzzles interesantes, tanto de plataformas como de perspectivas, pero la gran mayoría de masmorras recaen en el mismo tipo de, mover cajas, lo cual es medio cansino al repetirse tanto, aunque tiene cierta profundidad al poder jugar con las perspectivas ya que piden que encajen los dibujos, almenos lo hacen más interesante aunque igualmente reiterativo.

El diseño visual, musical y artistico está muy bien, aunque por la duración y el hecho de tener que encontrar las cosas como metroidvania, puede llegar a ser repetitivo si no usas guía, y vaya, el juego no es capaz de señalizar las cosas adecuadamente, debido a que muchos lugares se suelen estructurar de manera extraña, haciéndolo muy confuso, sobretodo con las especificaciones de su época haciendo las cosas medio borrosas (lo jugué en emulador de PSX, quisas otra versión sea más sencillo) haciendo que la duracion se extienda, y siendo un juego a diferencia de un plataformero 2d, que es más rápido, o juegos posteriores en 3d que al ser más fluidos no es tanto dilema, aquí si afecta más de lo debido, o almenos así lo siento yo (aparte de que no se si pasa en la original o en todas las versiones, pero e notado bajadas de rendimiento importantes, almenos en el duckstation).

En fin, es un juego que espero en la segunda entrega, mejore los apartados generales, porque en su base está el esqueleto de lo que considero algo que puede ser genial, pero almenos para mí, en esta entrega la ejecución deja que desear en varios apartado, aún así es un juego recomendable de jugar almenos una vez.