Legacy of kain blood omen world record6/24/2023 ![]() Since then, Legacy of Kain has remained dormant. Soul Reaver 2 launched on PS2 and PC in October 2001, Blood Omen 2, which was directed by Dead Space co-creator Glen Schofield, came out just a year later in 2002 as a sequel to the first game in the series, before Hennig returned to direct 2003's Legacy of Kain: Defiance. In the end, as much as I hated its bluntness, Soul Reaver's 'To Be Continued' ending probably turned out to be a blessing in disguise, because I think it opened up more interesting story options for the sequels."Īnd sequels came. "So the story would have arrived at a similar place, just by a different route. "Only then would he realise he'd been the Elder God's pawn all along, that the purging of the vampires had devastating consequences, and that the only way to set things right would be to use Moebius' time-streaming device to go back in time and alter history (in the sequel). "Originally, Raziel was going to hunt down and destroy all of his former brothers as well as Kain - and then, using his newly-acquired abilities, he would've activated the long-dormant pipes of the Silenced Cathedral to wipe out the remaining vampires of Nosgoth with a sonic blast," Hennig said. ![]() To hit the August 1999 release date, the developers had to cut the last few levels of the game, and end on a cliffhanger to set up Soul Reaver 2. ![]() The scope of the game was definitely too ambitious, but if we had shipped the game that fall, instead of that summer, I think we could have reduced the scope of the game more elegantly." Raziel, Soul Reaver's anti-hero. ![]() In the end, we shipped Soul Reaver in under 2.5 years, but not without some unfortunate 11th-hour cuts which still pain me today. These days, a developer wouldn't think of attempting such a thing in less than three years (minimum), but Eidos wanted the game in less than two. "Crystal Dynamics' Gex engine gave us a leg-up on the 3D technology, but in essence we were writing a game engine from scratch, while developing a new IP. "Conceived as an open-world, Zelda-esque 3D adventure game, Soul Reaver was incredibly ambitious," Hennig said. We ultimately got it working by the skin of our teeth, but I wonder if we would've embarked on such an ambitious plan if we'd known how difficult it was going to be!"Īs you'd expect, implementing the real-time morph between the two environments - that is, figuring out how to store two sets of data for the spectral and material realms - was also a challenge.īut the "ultimate challenge", Hennig said, was schedule and scope - a common challenge in video game development. "It proved to be way more difficult than we had initially anticipated - if I recall, we were still struggling to get the textures to dynamically pack correctly, just a couple months before release. "I think we were one of the first developers to tackle this problem (along with Naughty Dog, on Crash Bandicoot)," Hennig said. The biggest challenge, "hands-down", was getting the data-streaming working to allow the game to have a seamless, interconnected world with no load events. Hennig and the development team pared back on some secondary features during the making of Soul Reaver, including a plan to include shape-shifting as well as plane-shifting. "When we were asked to adapt this concept into a sequel to Blood Omen, our challenge was to take all these ideas and merge them creatively into the Legacy of Kain mythos." The hero was bent on revenge after being betrayed and cast down by his creator - like Raziel, he was a dark savior figure, chosen to restore balance to a blighted, dystopian world. We conceived the spirit realm as a twisted, expressionistic version of the physical world. The hero was an undead creature, able to shift between the spectral and material realms, and glide on the tattered remains of his wing-like coattails. The Shifter concept was "the genesis" of Soul Reaver. "The protagonist was essentially a fallen angel of death, a reaper of souls hunted by his former brethren, and now driven to expose and destroy the false god they all served," Hennig said. ![]() Initially, Hennig revealed, Soul Reaver wasn't supposed to be a sequel to Blood Omen: Legacy of Kain, rather a new IP called Shifter that was loosely inspired by Paradise lost. GlHzGORg55- Amy Hennig AugTo see this content please enable targeting cookies.īack in 2012, Hennig talked Soul Reaver secrets in a post on the PlayStation blog. This game holds a very special place in my heart. Can't believe it's been 20 years since we launched Legacy of Kain: Soul Reaver. ![]()
0 Comments
Leave a Reply. |