PropertyValue
rdfs:label
  • Soul Reaver 2
rdfs:comment
  • Hoping to deliver a more story-focused, cinematic experience than Soul Reaver, Crystal Dynamics researched time travel fiction, theology, and the works of Joseph Campbell when creating Soul Reaver 2's narrative. Critics praised the game for its involved storyline, visuals and puzzles, but criticized it for lacking replay value and ending without a definite resolution. Its developers felt the final product fell short of their ambitions, but it performed well commercially, and was included on Sony's "Greatest Hits" list.
  • Soul Reaver 2 is a third-person action-adventure video game, developed by Crystal Dynamics and published by Eidos Interactive. Though initially released as an exclusive title for the PlayStation 2 in 2001, it was ported to Microsoft Windows later that year. It is the third entry in the Legacy of Kain series, and serves as a direct sequel to 1999's Legacy of Kain: Soul Reaver, picking up where the events of the previous game left off.
owl:sameAs
GI
  • 8.750000
dcterms:subject
Protagonist
  • • Raziel
dbkwik:legacyofkain/property/wikiPageUsesTemplate
Previous
  • Legacy of Kain: Soul Reaver
GameRev
  • B
GSpot
  • 8
  • 8.800000
Platforms
  • • Microsoft Windows
  • • PlayStation 2
Formats
  • • CD-ROM
  • • DVD
  • • Download
Name
  • Soul Reaver 2
  • (2001)
GameZone
  • 9
Caption
  • ''"A story beyond time.
  • An adventure beyond belief."''
MC
  • 80
CWG
  • 2.500000
rev1Score
  • 4.500000
Media
  • • Prima's Official Strategy Guide - Soul Reaver 2
  • • Das Offizielle Lösungsbuch - Soul Reaver 2
IGN
  • 8.800000
  • 9
rev
  • The Adrenaline Vault
OPM
  • 6
PCGUS
  • 79
GR
  • 76.87
  • 80.71
Release
  • Microsoft Windows
  • PlayStation 2
  • --02-14
  • --06-21
  • --10-31
  • --11-20
  • --11-23
  • --11-30
  • GOG.com
GamePro
  • 3.500000
EGM
  • 6
Developer
  • • Crystal Dynamics
Categories
  • • Soul Reaver 2 abilities
  • • Soul Reaver 2 cast
  • • Soul Reaver 2 chapters
  • • Soul Reaver 2 characters
  • • Soul Reaver 2 crew
  • • Soul Reaver 2 cut content
  • • Soul Reaver 2 enemies
  • • Soul Reaver 2 equipment
  • • Soul Reaver 2 gallery
  • • Soul Reaver 2 items
  • • Soul Reaver 2 locations
  • • Soul Reaver 2 music
  • • Soul Reaver 2 terms
NEXT
  • Blood Omen 2
Composer
  • • Jim Hedges
  • • Kurt Harland
Publisher
  • • Eidos Interactive
  • • Titus Software
Writer
  • • Kurt Harland
  • • Richard Lemarchand
  • • Amy Hennig
  • • Paul Jenkins
Designer
  • • Amy Hennig
abstract
  • Soul Reaver 2 is a third-person action-adventure video game, developed by Crystal Dynamics and published by Eidos Interactive. Though initially released as an exclusive title for the PlayStation 2 in 2001, it was ported to Microsoft Windows later that year. It is the third entry in the Legacy of Kain series, and serves as a direct sequel to 1999's Legacy of Kain: Soul Reaver, picking up where the events of the previous game left off. Soul Reaver 2 initially continues Raziel's pursuit of Kain, his former master and putative betrayer, but as the story expands, it grows to encompass Raziel's quest for knowledge and freedom as he travels through Nosgoth's eras, unraveling the truth behind his destiny and the secrets of his past. Manipulated on all sides by Kain, Moebius and the Elder God, he exposes the history of the Pillars of Nosgoth, the Soul Reaver, and the vampire-hunting order of the Sarafan which he once served. Entering production with an accelerated schedule, Soul Reaver 2 was released to positive critical reaction and commercial success, but it did not perform as well in either regard as its predecessor. Although its graphics, involved storyline, atmosphere and voice acting were highly praised, it was criticized for simplistic gameplay and linearity. Shortly afterwards, in 2002, it was followed by Blood Omen 2, which had been developed simultaneously by a secondary Crystal Dynamics team.
  • Hoping to deliver a more story-focused, cinematic experience than Soul Reaver, Crystal Dynamics researched time travel fiction, theology, and the works of Joseph Campbell when creating Soul Reaver 2's narrative. Critics praised the game for its involved storyline, visuals and puzzles, but criticized it for lacking replay value and ending without a definite resolution. Its developers felt the final product fell short of their ambitions, but it performed well commercially, and was included on Sony's "Greatest Hits" list.