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Legacy
of Kain: Defiance
The
Legacy of Kain series is a testament to how a compelling plot and good
voice acting can truly enrich action games.
That's
not to say that the games haven't had their problems. They've been
critically drubbed for issues such as their "kung-fu movie"
style fighting -- no matter how many thugs, thieves or creatures of the
night our protagonist encounters in an alley, they all wait patiently
for their turn to fight. Puzzles of the block-moving and lever-finding
persuasion occasionally slow the pace of the games to a crawl, and even
animations of Kain's patented telekinetic blood sucking can become a
real pain in the ass after hours of gameplay.
But,
unlike games in which increasingly bad-ass weaponry and increasingly
bigger and uglier monsters drive the action forward, the backbone of
this series is a great story.
Due
out in November 2003, Legacy of Kain: Defiance will continue that story
where Soul Reaver 2 left off. Kain and Raziel, although this almost
certainly won't be your standard vampire buddy-cop situation, are forced
to put aside their differences to fight a common enemy. For the first
time, both characters will be playable in the same game.
Overview:
Judging
from both the official PR from EIDOS and the buzz surrounding the game's
release, a lot of those issues that have bogged down previous Legacy
titles have been resolved in Legacy of Kain: Defiance.
-
A new fighting engine, which has been likened to that of Capcom's Devil
May Cry series, is evident in the new title's E3 trailers, and EIDOS is
promising a more combat-oriented experience -- complete with combo
attacks. Puzzles will be more environmentally based.
-
New features, such as the ability to use telekinesis to throw enemies
into obstacles or off of ledges promise to further deepen the game's
combat
-
Simon Templeman and Michael Bell have returned to perform the voices of
Kain and Raziel, who, for the first time, will be playable characters at
different points in the same game.
-
The artwork and environments in Defiance look like they will once again
raise the bar for the series, and will reportedly be helped by a new,
more cinematic camera system.
The
literary critic W.C. Booth once wrote that "granting to the hero
the right to reflect his own story can insure the reader's
sympathy." It is to Crystal Dynamic's great credit that, since
1996's Blood Omen (developed with Silicon Knights), they have managed to
insure their players' sympathy for arguably some of the meanest, most
evil bastards to ever grace a console.
Unlike
many other titles in the horror/action genre, the Legacy of Kain series
has not attempted to skirt moral questions by making all of your
opponents purely evil themselves -- such as the over-the-top occultist
Nazis in Majesco's BloodRayne.
Kain
and Raziel, are simply complex, well-developed characters in a complex,
well-developed world. This makes their choices, for evil or for good,
cohesive and understandable.
Don't
get me wrong -- I still enjoy a good thrill ride, but when interactivity
is clearly the direction in which entertainment is headed, it
continually surprises me how many developers are willing to skimp on
plot and acting, often for the sake of expediency.
The
gaming industry needs more visionaries like Denis Dyack, who was the
creator of Kain and the mythology of Nosgoth, and has since developed
other outstanding, intelligent games such as Silicon Knights' Eternal
Darkness (2002). With Amy Hennig -- developer of the Soul Reaver series
-- once again taking the helm for the franchise's fifth installment,
Legacy of Kain: Defiance could very well be the series' best title yet.
Now,
will someone please explain to me how these guys always get away without
using load screens?