Reviews from

in the past


so called free thinkers when they get thrown in the pit of eternal damnation

Güzel gibi duruyor fakat bu sene de oynanmaz.

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


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

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.

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.

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.

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.

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.

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.

The game definitely has its problems but the writing, voice acting and atmosphere are second to none. The back and forth between Raziel and Kain is super entertaining and it's really fun to work through this story bit by bit. It's also the only open-world game in the Soul Reaver series so far, a bit like a 3D Metroidvania, the later games were much more linear. So I like both approaches to world design, but here I got lost from time to time or didn't know where to go. Still, it's super satisfying when you uncover a secret, which doesn't happen so often in the later games. The camera and controls can sometimes suck, but they're fine most of the time. What else can I say, a fantastic game and the prelude to one of the best game series of all time.

A stellar sequel that changed the formula from its predecessor. God tier voice acting for a ps1 game. Very fun puzzles and boss fights!

One of the finest action adventures from the 32 bit era. Might have aged poorly in some regards, but generally this still holds up.

This is one of those games that I played and beat and I know I liked by if you asked me to tell you a single thing about it I'd be like wuh oh

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!

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

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.

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"

I'd always enjoyed the LoK series, but had never actually beaten any of them growing up. I decided to change that and played through the Blood Omen games, and now Soul Reaver. The game holds up decently well as far as presentation and level design with lots to unlock and explore. But the shining beacon is the voice acting and the writing for the characters. Besides Metal Gear Solid, this was one of the first games I played as a kid that felt like something made for adults with the professional sounding cast. The game does leave you on a cliff hanger that goes directly into Soul Reaver 2.


I think it is the best allegory of what a good adventure game is why it is so hard to do.
It has 3 main gameplay cores, all of which remain on the character controller, essentially moves and navigation. Theses 3 gameplay cores are all solid (like snake). 3D platformer first, relies on a lot of verticality, 3 initials moves (a quick but not high jump, a crouch jump that goes way up and a glider) and some additions spread all along the adventure. Then, an action-combat game, that benefits a lot from the theme : both a clever way to design an health bar, a power up related to this health bar and a final blow system that adds a lot of dynamism by cleverly using the level design. Eventually, a very varied puzzle game relying on very different aspects, even the sound and music design.
On top of these 3 very cool gameplays, Soul Reaver adds :
- A metroid-vania structure based on power ups that open the map. That adds a lot to the level design
- A deep and well treated theme, which has a lot of different layers to its language
- A generous artistical direction, that hits the top in world building, music, dub, graphisms, colors, chara design at a point that it is still interessting nowadays.

That's the catch with adventure games. Beyond necessitating a lot of ideas, mastery and talent, all these elements necessitate a lot of money. Doing an adventure game is expensive, both artistically and monetary speaking, and that might explain why I don't like this genre.
Very few find my favors. On PS1, you can also play the first Spyro games, which are really cool. Medievil deserves to be cited too. More recently, Pumpkin Jack or A Plague Tale:Inocence are worth playing. Unfortunately, i never felt anything for Uncharted or Tomb Raider. I guess it's a matter of tastes.

For your information, french version of this game is... Pretty much above anything. 5 stars cast, 5 stars art direction, 5 star writting. I think it might have not been reached in videogames since.
"Tu te perds dans les méandres de ta morale relativiste, Kain !"

Just a great game all around. Retains the level of voice acting and atmosphere the previous game contained now told in a 3D space.

Proto - Soulslike 10 anos antes do 1o soulslike.
Esse jogo é uma aula de game designe, parte técnica, trilha, direção de arte e a forma como as mecânicas se conversão, tudo encaixa muito bem, pegando elementos de metroidvania no seu level designe e progressão é aquilo que eu chamo de metroidvania 3D, master piece do PS1.

09/10

I have been playing this game off and on since 2011, and it's finally finished. What a great game. It's like Ocarina of Time mixed with the exploration of Metroid. A really interesting story about the illusion of free choice and fate. It was written and directed by Amy Hennig, and in my opinion, her prose here, while flowery, is way more interesting than what she penned for the Uncharted series. Graphics were unparalleled for the time. It technically shouldn't even be possible to have these graphics on the original Playstation, but they were able to push past the limitations of the console. I played on Dreamcast though, and in my opinion, it's the definitive version, at least until the PC port comes back to Steam and GOG. The soundtrack is incredible. One listen to the game's theme song "Ozar Midrashim", and it will be in your head for the rest of your life.

So if I liked it so much, why only 4 and a half stars? Well, there's no in-game map, and in a Metroidvania, that makes it really easy to get lost. Super Metroid figured that out in 1994, so there is no excuse. The combat, while fun at first, lacks depth, as once you've figured it out, it stops being engaging and becomes more of an annoyance. Outside of the bosses, which are more like puzzles than actual fights, the combat does nothing of real note to add variety to its encounters. The game relies far, far too much on block puzzles for its own good. And lastly, there's the matter of the ending, or lack thereof. Anyone that's beaten this game can tell you Soul Reaver doesn't end so much as stop, with all of the payoff reserved for the second game. The narrative was nothing but buildup for a climax that just isn't there. Thankfully, it was good buildup. Perhaps, if Soul Raver 2 manages to stick the landing, I might come back and revise this to a perfect score.

As it stands now though, Legacy of Kain: Soul Reaver is a solid action/adventure game with an engaging story, well-rounded, tragic characters, a gothic setting and world that is fun to explore, both in-game, and with analyzing the lore, fine combat and puzzles, and music that will keep you coming back for more. Play it on Dreamcast, Playstation, or PC. Play it any way you can, but just play it.