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Legacy of Kain: Soul Reaver (PS1/PC, 1999/DC, 2000)

Legacy of Kain: Soul Reaver (PS1/PC, 1999/DC, 2000)

Subgenre: 3D Zelda-like Action Adventure w/ manual jumping, Minor stealth element but it's barely used


Perspective: TP View w/ FP view aiming mode


Movement Mechanics: Swimming, Glide jump (default)


Other: Overworld and dungeons split

  • Mostly linear structure (have to do the main dungeons and their sub areas in order, some freedom in the order in which you can sidetrack and collect optional upgrades and spells by passing ability gates - most abilities are gained by defeating bosses)

  • Fairly frequent teleporters (one per area and dungeon, one right before the final boss, can teleport between visited portals), one shortcut between dungeon 3 and the road to necropolis/dungeon 1

  • No maps (not even a world map in-game nor in the manual and no compass either - can find a WM online though), basic directions are given by the elder god after beating a boss or when standing on the floor panel in the beginning room, and from Ariel in the sanctuary)

  • Save anywhere (3 slots, simply named A-C - they don't show status/location/time taken) but you'll start at the beginning (elder god's chamber) when loading and have to pick quit and then continue to load, You end up in the beginning room after dying on the spectral plane

  • Parallel worlds theme (spectral and material realms/planes (can switch/shift from material to spectral anywhere and the other way at certain points called planar portals) - some objects and materials act differently in each (can't open doors/pick up or hold onto weapons (except for the soul reaver blade)/push blocks on the spectral plane and water becomes like air here, different enemies, can move through grates/fences/gates on the spectral plane with the phasing ability, enemy clan leaders/bosses can also switch momentarily) and the level design morphs a bit in some places which can allow you to reach new areas)

  • Pretty much seamless world (masks some loading with corridors)

  • Puzzle focus with many block puzzles (can pull blocks sideways and flip them (can also flip them onto higher ground, can push/pull blocks and climb walls while carrying a weapon)

  • Some HP and MP recharge spots

  • Upgradeable soul reaver weapon (touch fire on the material plane after upgrading it - stronger and immolates enemies when the finisher is used but otherwise the same), HP and MP upgrades (some are well hidden, have to find 5 pieces per hp upgrade though)

  • Many shorter but unskippable in-game cutscenes (skippable credits)

  • No weapon inventory

  • Can't talk to any human NPCs/neutrals except Ariel

  • No difficulty options and no second quest


Playthrough (DC) - Video ReviewMini Review



Influenced by: Blood Omen, John Milton (poet), '90s vampire movies, Vampire Hunter D (anime/manga), Tomb Raider, Zelda series, possibly Heretic II, Shadow Man, Medievil


Influenced: Possibly Prince of Persia: The Sands of Time, Beyond Good & Evil, American McGee's Alice

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