“But suppose your throw a coin enough times – suppose one day it lands on its edge.”
The opening to Soul Reaver is seared into my memory. No matter how many times I watch the introductory cutscene, the booming synth pulls me right back into the Gothic tableau of the Legacy of Kain universe, as if I were discovering it anew. With slick narrative efficiency, it sets in motion a tale of vengeance that spills out across time, daring its protagonists to challenge the apparent indomitability of fate.
And dare they do.
Yeah, I adore Soul Reaver.
So. Soul Reaver 2, then. A challenging game to write about, frankly.
This is treading dangerously close to console territory, but there’s been a bit of a controversy building up around Crystal Dynamics, developers of the excellent Tomb Raider Legends, Anniversary and Underworld. It all began when TR was shown to not have reached expected sales, falling $20 million short of a $180 million mark (which, personally, doesn’t seem like it’s that bad to me, but then I’m not within Eidos). As a result, 30 of Crystal Dynamic’s staff have been laid off, and, to quote Robert Brent, Chief Financial Officer at Eidos; “We need to look at everything, as we develop the next game. Look at how Batman changed successfully, from the rather sad character of the Michael Keaton era to the noir style of The Dark Knight.” Ignoring Brent’s utter lack of knowing what a good Batman film is, this seems to be utterly missing the point of the franchise, and catering to the negative stereotype it has tried to avoid for the last decade. Not to mention it’s all a bit confusing.