softchassis

Purpose-built for wrong

thousands are sailing
the same self the only self

self willed the peril of a thousand fates

a line of infinite ends finite finishing
the one remains oblique and pure

arching to the single point of
consciousness

find yourself
starting back


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I'm a few hours into Soul Reaver and I'm actually surprised at how forward-thinking this game is for one from 1999.

  • It has dynamic music that changes based on what you're doing in a given zone. Combat music, pensive music, peaceful music, as well as variations on each for if you're in the material realm or spectral realm. Soul Reaver isn't the first game to do it--Rayman 2 beat it to the punch by less than a year--but it's a lot more varied than most. On top of that, the music is actually really good. In fact, at times it goes hard.

  • Despite being a disc-based game in 1999, there has not been a single action-stopping loading screen emblematic of games of the period, despite the huge, non-linear world. An early example of asset streaming, done near-seamlessly. I say "near" because there are a few Metroid Prime Hallways, but also there's no Ocarina of Time transitions either--never does the game fade to black and then fade back in between zones.

  • There's a limited number of verbs but that hasn't stopped me from being stumped by a few puzzles so far.

  • Blood Omen was relatively low on backtracking, so I'm surprised to discover Soul Reaver almost has the cadence of a Metroidvania to it. You unlock new abilities, such as climbing pitted walls or phasing through bars, which let you explore areas you previously couldn't.

  • The voice acting is great. Simon Templeman, Tony Jay, and Anna Gunn have all returned and are of course delivering great performances, but Raziel's voice actor is killing it too.

I can see why this game was such a big deal growing up and why Raziel was plastered all over magazines. I thought it was just because he looked cool. Crystal Dynamics was cooking.


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in reply to @softchassis's post:

all the soul reaver games whip, iirc. I encountered them around 2004, so well after their season in the sun, and they impressed me by being interesting and non-miserable

glad you're digging it. i had trouble getting into the DC port. i mainly remember dimension-warping and flipping a lot of blocks. like literally flipping them, which i hadn't seen in prior block-pushy adventure games like Tomb Raider.

you may know, but LucasArts' iMUSE was a notable early '90s implementation of interactive game music. it was quite memorable in Dark Forces.