Legacy of Kain: Soul Reaver debuted back in 1999 and was a substantial critical and commercial success. It was also technically and aesthetically outstanding - a 3D Metroidvania-style action adventure with no loading times, real-time shifting between parallel worlds, an elegant art style and some of the best voice acting and writing the industry had ever seen. It pushed the humble Playstation to new limits, and eventually got ported to the Dreamcast and PC.
While it was a great game, a few puzzling observations could be made as the game progressed. If you haven't played it, here they are:
- The game ends abruptly with a wholly-unexpected TO BE CONTINUED. The elaborate story that has been woven is in no way resolved.
- When playing the game, early optional areas have masses of detail and exploration opportunities. Towards the end of the game the opposite is the case, with corridors inexplicable walled-off, and tantalizing ledges just out of reach.
- In the final stages of the game, video sequences (described in the plot as visions in time) show the main characters in unfamiliar locations, wielding powers that are not achievable in the game
The answer to these puzzling observations is reasonably well known now: During the game's development, Soul Reaver was proving to be dangerously too ambitious for Crystal Dynamics.