Read on for the full story straight from Hennig, and be sure to leave your favorite Soul Reaver moments in the comments. Hennig graciously took the time to share her memories of Soul Reaver’s development, including some never-before-revealed insight into the game’s origins. And we have the game’s director Amy Hennig to thank for that! As you’re probably well aware, Hennig later joined celebrated PlayStation developer Naughty Dog, serving as creative director and writer for Jak and Daxter and all three UNCHARTED titles. The level design was also a knockout, as Raziel was able to phase-shift into a spectral realm in order to bypass obstacles or solve puzzles.īut above all else, Soul Reaver is remembered for its story and characters.
I particularly remember the game’s inspired approach to combat your vampiric foes couldn’t be killed by ordinary means, so after weakening them with hand-to-hand combat you had to hurl their broken bodies onto a sharp stake or into a patch of sunlight to finish them off.
As the wounded, ostracized vampire Raziel, your goal was to avenge yourself against the corrupt vampire lord Kain and restore balance to the decaying world of Nosgoth. I remember it well! This gruesome little gem made quite the splash when it landed on PSone in 1999.