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History YMMV / LegacyOfKainSoulReaver

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* GrowingTheBeard: ''Blood Omen'' was a relatively well-received game, if criticized somewhat for being a 2D game on the UsefulNotes/PlayStation. ''Soul Reaver'' marked the transition to 3D, the appointment of Amy Hennig as the main writer for the series, the introductions of hallmark characters for the series in the form of Raziel and the Elder God, adding in inspiration from [[UsefulNotes/{{Kabbalah}} Jewish mythicism]] and UsefulNotes/{{Gnosticism}}, and the start of a much more ambitious StoryArc for the series overall.

to:

* GrowingTheBeard: ''Blood Omen'' was a relatively well-received game, if criticized somewhat for being a 2D game on the UsefulNotes/PlayStation.Platform/PlayStation. ''Soul Reaver'' marked the transition to 3D, the appointment of Amy Hennig as the main writer for the series, the introductions of hallmark characters for the series in the form of Raziel and the Elder God, adding in inspiration from [[UsefulNotes/{{Kabbalah}} Jewish mythicism]] and UsefulNotes/{{Gnosticism}}, and the start of a much more ambitious StoryArc for the series overall.

Added: 4

Changed: 266

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* SeinfeldIsUnfunny: The nearly seamless and expansive overworld, which could be traversed from one end to the next with basically no loading screens at all, was something that didn't really exist on CD-based consoles when the game initially came out. It was especially impressive when compared to its predecessor ''Blood Omen'', which had both more primitive visuals and was plagued by frequent loading screens. Nowadays the techniques Soul Reaver uses to disguise loading such as strategically placed doors and narrow hallways are used liberally by many games, so it doesn't come across as impressive as it did back then.

to:

* SeinfeldIsUnfunny: OnceOriginalNowCommon: The nearly seamless and expansive overworld, which could be traversed from one end to the next with basically no loading screens at all, was something that didn't really exist on CD-based consoles when the game initially came out. It was especially impressive when compared to its predecessor ''Blood Omen'', which had both more primitive visuals and was plagued by frequent loading screens. Nowadays the techniques Soul Reaver uses to disguise loading such as strategically placed doors and narrow hallways are used liberally by many games, so it doesn't come across as impressive as it did back then.then, and often [[CondemnedByHistory even falls victim to derision for such obvious tricks being used]]. To say nothing about increased performance of consoles and gaming hardware, making it all that easier to genuinely avoid loading for real.
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* EvenBetterSequel: ''Blood Omen'' was a relatively well-received game, if criticized somewhat for being a 2D game on the UsefulNotes/PlayStation. ''Soul Reaver'' marked the transition to 3D, the appointment of Amy Hennig as the main writer for the series, the introductions of hallmark characters for the series in the form of Raziel and the Elder God, adding in inspiration from [[UsefulNotes/{{Kabbalah}} Jewish mythicism]] and UsefulNotes/{{Gnosticism}}, and the start of a much more ambitious StoryArc for the series overall.

to:

* EvenBetterSequel: GrowingTheBeard: ''Blood Omen'' was a relatively well-received game, if criticized somewhat for being a 2D game on the UsefulNotes/PlayStation. ''Soul Reaver'' marked the transition to 3D, the appointment of Amy Hennig as the main writer for the series, the introductions of hallmark characters for the series in the form of Raziel and the Elder God, adding in inspiration from [[UsefulNotes/{{Kabbalah}} Jewish mythicism]] and UsefulNotes/{{Gnosticism}}, and the start of a much more ambitious StoryArc for the series overall.
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* PolishedPort: The Dreamcast version runs at a mostly steady 60FPS (as opposed to the PS1 and PC version's 30), runs at a higher resolution, and has a few redone character models with more complex geometry, most noticeable with Raziel and Kain. The main downsides are the dreamcast controller not fitting super well with the game (you need to press the d-pad to control the camera, which is awkward) and some slightly lower-resolution textures.

to:

* PolishedPort: The Dreamcast version runs at a mostly steady 60FPS (as opposed to the PS1 [=PS1=] and PC version's 30), runs at a higher resolution, and has a few redone character models with more complex geometry, most noticeable with Raziel and Kain. The main downsides are the dreamcast Dreamcast controller not fitting super well with the game (you need to press the d-pad to control the camera, which is awkward) and some slightly lower-resolution textures.
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* EvenBetterSequel: ''Blood Omen'' was a relatively well-received game, if criticized somewhat for being a 2D game on the UsefulNotes/PlayStation. ''Soul Reaver'' marked the transition to 3D, the appointment of Amy Hennig as the main writer for the series, the introductions of hallmark characters for the series in the form of Raziel and the Elder God, adding in inspiration from [[UsefulNotes/{{Kabbalah}} Jewish mythicism]] and UsefulNotes/{{Gnosticism}}, and the start of a much more ambitious StoryArc for the series overall.
Is there an issue? Send a MessageReason:
None


* PolishedPort: The Dreamcast version runs at a mostly steady 60FPS (as opposed to the PS1 and PC version's 30), runs at a higher resolution, and has a few redone character models with more complex geometry, most noticeable with Raziel and Kain.

to:

* PolishedPort: The Dreamcast version runs at a mostly steady 60FPS (as opposed to the PS1 and PC version's 30), runs at a higher resolution, and has a few redone character models with more complex geometry, most noticeable with Raziel and Kain. The main downsides are the dreamcast controller not fitting super well with the game (you need to press the d-pad to control the camera, which is awkward) and some slightly lower-resolution textures.
Is there an issue? Send a MessageReason:
None


* SeinfeldIsUnfunny: The nearly seamless and expansive overworld, which could be traversed from one end to the next with basically no loading screens at all, was something that didn't really exist on CD-based consoles when the game initially came out. It was especially impressive when compared to its predecessor ''Blood Omen'', which had both more primitive visuals and was plagued by frequent loading screens. Nowadays the techniques Soul Reaver uses to disguise loading such as strategically placed doors and narrow hallways are used liberally by many games.

to:

* SeinfeldIsUnfunny: The nearly seamless and expansive overworld, which could be traversed from one end to the next with basically no loading screens at all, was something that didn't really exist on CD-based consoles when the game initially came out. It was especially impressive when compared to its predecessor ''Blood Omen'', which had both more primitive visuals and was plagued by frequent loading screens. Nowadays the techniques Soul Reaver uses to disguise loading such as strategically placed doors and narrow hallways are used liberally by many games.games, so it doesn't come across as impressive as it did back then.
Is there an issue? Send a MessageReason:
None


* SeinfeldIsUnfunny: The nearly seamless and expansive overworld, which could be traversed from one end to the next with basically no loading screens at all, was something that didn't really exist on CD-based consoles when the game initially came out. Nowadays the techniques the game uses to disguise loading such as strategically placed doors and narrow hallways are used liberally by many games.

to:

* SeinfeldIsUnfunny: The nearly seamless and expansive overworld, which could be traversed from one end to the next with basically no loading screens at all, was something that didn't really exist on CD-based consoles when the game initially came out. It was especially impressive when compared to its predecessor ''Blood Omen'', which had both more primitive visuals and was plagued by frequent loading screens. Nowadays the techniques the game Soul Reaver uses to disguise loading such as strategically placed doors and narrow hallways are used liberally by many games.

Added: 398

Changed: 8

Is there an issue? Send a MessageReason:
None


* PolishedPort: The Dreamcast version runs at a mostly steady 60FPS (as opposed to the ps1 and pc version's 30), runs at a higher resolution, and has a few redone character models with more complex geometry, most noticeable with Raziel and Kain.

to:

* PolishedPort: The Dreamcast version runs at a mostly steady 60FPS (as opposed to the ps1 PS1 and pc PC version's 30), runs at a higher resolution, and has a few redone character models with more complex geometry, most noticeable with Raziel and Kain.Kain.
* SeinfeldIsUnfunny: The nearly seamless and expansive overworld, which could be traversed from one end to the next with basically no loading screens at all, was something that didn't really exist on CD-based consoles when the game initially came out. Nowadays the techniques the game uses to disguise loading such as strategically placed doors and narrow hallways are used liberally by many games.
Is there an issue? Send a MessageReason:
None


* PolishedPort: The Dreamcast version runs at a mostly steady 60FPS and has a few redone character models with more complex geometry, most noticeable with Raziel and Kain.

to:

* PolishedPort: The Dreamcast version runs at a mostly steady 60FPS (as opposed to the ps1 and pc version's 30), runs at a higher resolution, and has a few redone character models with more complex geometry, most noticeable with Raziel and Kain.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

*PolishedPort: The Dreamcast version runs at a mostly steady 60FPS and has a few redone character models with more complex geometry, most noticeable with Raziel and Kain.

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