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Play soul reaver
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On one level, it was a simple revenge story about vampires, but on another, it was this operatic parable about fate and free will, with a cast of characters that was utterly fascinating (more on that later). It was just so unashamedly epic and audacious! I don't think there was a slack second in Soul Reaver, which isn't bad going given how much open, empty world it contains. The team at Crystal Dynamics did not disappoint - I absolutely loved every minute of it. Throw in a Cthulhu-esque entity telling him about something called the "wheel of fate" and I was hooked! Before the game has even started, the main character has his wings shredded, is thrown into an ancient lake to dissolve over millennia, and then we flash forward hundreds of years where he's been reanimated as a sort of half-vampire / half-walking corpse. I'm not normally a big fantasy fan, but it had something, and the moment I popped the disc in, and the voiceover goes "Kain is deified! The clans tell tales of him," it just felt like something different. Puttering around the shop, there was something about Soul Reaver's gothic aesthetic that drew me in. I was looking for games with a similar sense of scale and adventure. I was just getting back into video games after I borrowed a PSOne and fell completely in love with Tomb Raider II. I first discovered Soul Reaver by accident. This edition was contributed by Dan Pinchbeck, creative director of The Chinese Room, the studio behind Dear Esther and Everybody's Gone to the Rapture.

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Why I Love is a series of guest editorials on intended to showcase the ways in which game developers appreciate each other's work.















Play soul reaver