lev
12-21-2003, 08:34 PM
completely different from soul reaver.
I enjoyed SR because of both it's mood, puzzles, story, and great world to explore. SR 2 was sort of a step back from that, but I enjoyed the story in that game so much more. I actually bought the PS2 version after owning the PC version just for the bonus material. The puzzles in SR2 also were solved like clockwork.
The camera in SR followed Raziel which looked awesome when he had the soul reaver. The way he ran almost dragging the reaver. Plus, it rotated on the curvy, narrow passages making it a breeze to navigate the world. The world demanded a keen attention to detail. There were points in the game, especially the city area, where I would just look around and see it there was any other possible way around. And if I looked hard enough I would most surely find one tucked in the background waiting to be explored. The block puzzles were simple, but enjoyable. And a good story based on revenge is always memorable (can't wait for Kill Bill Vol 2).
SR 2 had a similar camera, though I don't readily remember any tight passages requiring auto camera rotations. The environment from the start was hostile starting right where/when SR left off. Right away the graphics stole my heart. It was in the middle of the first in-game cutscene that I knew this game would rock(the one with the time-streamer). The next thing that interested me was that creaching door. Then I tore through the stronghold basically laying to waste some very weak adversaries. And I got to see the same nosgoth in different times. All the while progressing a most interesting story. The murals/artwork were amazing and told a whole story of their own. And the puzzles, especially the fire forge, really made for some great times.
After the two games, I felt I understood the plight of Raziel, who was beyond death. But Kain kept egging a new twist to the story. A twist that completely consumed Raziel at the end of SR 2. Who was the puppetmaster of fate in nospoth? And what were their motives?
But this is all in the past. Defiance has only served to confuse me. Raziel from SR to SR 2 lost some abilities associated with the glyphs and the ability with the reaver itself changed. But certain things stayed the same or were at least explained away. He now was able to go in water, use TK, and as always move to the spectral realm at will. But he always needed to have full health to return. And he would lose all attributes after returning to the material realm. Vast changes would take place between the two worlds to explore. Defiance does away with this last bit. They do fix the whole trouble leaving the water though.
The puzzles are not puzzles. Based on getting the dark reaver, it took me more time finding the climbing wall (which can be climbed in the spectral realm) than it did to navigate through that non-puzzle. The dodge Raziel does (to compliment the mist-dodge of Kain) is the only justification for the odd camera. The camera whizzes back and forth giving me a headache. And the cinematic view make the puzzles and navigation of the world too simple. I want to explore, not be shown the world. If I wanted to watch something, I would watch a movie. Plus in SR 2 when there were blocked paths with the creatures beyond time it worked well. They were fun to fight and allowed for some nice story development. Every other room seems to be blocked by creatures that have to purpose but to lengthen the game. They take many hits to kill and rarely can do any damage.
I think the camera is fine if it worked with the style of the game. Devil May Cry owned. The gun fire to the sword abilities to the devil abilities all looked great and deserved to be cinematic. Defiance looks ok. Most of the the effects look better in SR 2. From the passing through bars to the switch to and from spectral realm. Also Devil Mary Cry had a stationary camera and the map and camera view point was designed not to have anything out-of-sight. Defiance is troubled when the character gets too close to a wall. The game doesn't know what to do. Defiance is not worthy of a cinematic camera, nothing truly worthy is happening, and if that's the only way the graphics were able to be ramped up, then why sacrifice gameplay for graphics.
(Devil May Cry and onimusha, cool beans)
Defiance is a hack and slash type game. It solely revolves around mindless button pounding.
This game just makes me wish for Soul Reaver 3. A game that advances the story (not just rehashing on old relationships between characters...there are only so many times I can listen to Raziel sound like a moron trying to rebel from the Elder Squid...did SR 2 happen?). My key gripe here I don't think the developers of defiance actually ever played either Soul Reaver. I think they should. Maybe they hated the style and didn't like the story. Then decided to do something completely different. This is like if there was a really cool legacy of kain book set and movie, then they made this game to just try to make money off the name.
Defiance did not hold my interest, and the cutscenes only repelled me further.
Further discussion on the camera issue. I don't hate cinematic cameras when it is done right, but it'll only work if there is something to see. Otherwise it will just limit the complexity of the puzzles and make for needlessly inconsistent map design.
your thoughts?
--
I enjoyed SR because of both it's mood, puzzles, story, and great world to explore. SR 2 was sort of a step back from that, but I enjoyed the story in that game so much more. I actually bought the PS2 version after owning the PC version just for the bonus material. The puzzles in SR2 also were solved like clockwork.
The camera in SR followed Raziel which looked awesome when he had the soul reaver. The way he ran almost dragging the reaver. Plus, it rotated on the curvy, narrow passages making it a breeze to navigate the world. The world demanded a keen attention to detail. There were points in the game, especially the city area, where I would just look around and see it there was any other possible way around. And if I looked hard enough I would most surely find one tucked in the background waiting to be explored. The block puzzles were simple, but enjoyable. And a good story based on revenge is always memorable (can't wait for Kill Bill Vol 2).
SR 2 had a similar camera, though I don't readily remember any tight passages requiring auto camera rotations. The environment from the start was hostile starting right where/when SR left off. Right away the graphics stole my heart. It was in the middle of the first in-game cutscene that I knew this game would rock(the one with the time-streamer). The next thing that interested me was that creaching door. Then I tore through the stronghold basically laying to waste some very weak adversaries. And I got to see the same nosgoth in different times. All the while progressing a most interesting story. The murals/artwork were amazing and told a whole story of their own. And the puzzles, especially the fire forge, really made for some great times.
After the two games, I felt I understood the plight of Raziel, who was beyond death. But Kain kept egging a new twist to the story. A twist that completely consumed Raziel at the end of SR 2. Who was the puppetmaster of fate in nospoth? And what were their motives?
But this is all in the past. Defiance has only served to confuse me. Raziel from SR to SR 2 lost some abilities associated with the glyphs and the ability with the reaver itself changed. But certain things stayed the same or were at least explained away. He now was able to go in water, use TK, and as always move to the spectral realm at will. But he always needed to have full health to return. And he would lose all attributes after returning to the material realm. Vast changes would take place between the two worlds to explore. Defiance does away with this last bit. They do fix the whole trouble leaving the water though.
The puzzles are not puzzles. Based on getting the dark reaver, it took me more time finding the climbing wall (which can be climbed in the spectral realm) than it did to navigate through that non-puzzle. The dodge Raziel does (to compliment the mist-dodge of Kain) is the only justification for the odd camera. The camera whizzes back and forth giving me a headache. And the cinematic view make the puzzles and navigation of the world too simple. I want to explore, not be shown the world. If I wanted to watch something, I would watch a movie. Plus in SR 2 when there were blocked paths with the creatures beyond time it worked well. They were fun to fight and allowed for some nice story development. Every other room seems to be blocked by creatures that have to purpose but to lengthen the game. They take many hits to kill and rarely can do any damage.
I think the camera is fine if it worked with the style of the game. Devil May Cry owned. The gun fire to the sword abilities to the devil abilities all looked great and deserved to be cinematic. Defiance looks ok. Most of the the effects look better in SR 2. From the passing through bars to the switch to and from spectral realm. Also Devil Mary Cry had a stationary camera and the map and camera view point was designed not to have anything out-of-sight. Defiance is troubled when the character gets too close to a wall. The game doesn't know what to do. Defiance is not worthy of a cinematic camera, nothing truly worthy is happening, and if that's the only way the graphics were able to be ramped up, then why sacrifice gameplay for graphics.
(Devil May Cry and onimusha, cool beans)
Defiance is a hack and slash type game. It solely revolves around mindless button pounding.
This game just makes me wish for Soul Reaver 3. A game that advances the story (not just rehashing on old relationships between characters...there are only so many times I can listen to Raziel sound like a moron trying to rebel from the Elder Squid...did SR 2 happen?). My key gripe here I don't think the developers of defiance actually ever played either Soul Reaver. I think they should. Maybe they hated the style and didn't like the story. Then decided to do something completely different. This is like if there was a really cool legacy of kain book set and movie, then they made this game to just try to make money off the name.
Defiance did not hold my interest, and the cutscenes only repelled me further.
Further discussion on the camera issue. I don't hate cinematic cameras when it is done right, but it'll only work if there is something to see. Otherwise it will just limit the complexity of the puzzles and make for needlessly inconsistent map design.
your thoughts?
--