Developer
Crystal Dynamics
Publisher
Eidos
Game Type
Action Adventure
System
Playstation 2, Xbox
Release Date
USA - 11.11.03
Europe - 02.06.04
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PS2 Legacy of
Kain: Defiance
(Amazon.com)
cover
Xbox Legacy of
Kain: Defiance
(Amazon.com)
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Legacy of Kain:
Defiance Guide
(Amazon.com)

Legacy of Kain: Defiance (PS2)
Review by: Artavan Mkhikian (12.23.03)


<< PREVIOUS - Intro // Sound & Presentation

Innovation:

Defiance shifts the focus of the Legacy of Kain series from slow tempo, puzzle-heavy adventure to fast-paced, combat-intensive action. This is certainly a welcome change, since the main reason earler installments shied away from frequent fighting was the lack of an enjoyable battle system. Defiance features a completely overhauled, fleshed-out combat engine similar in many respects to Capcom's revolutionary Devil May Cry engine. Kain and Raziel each have access to an arsenal of over twenty standard attacks and maneuvers, five special attacks acquired through battle experience, and over a dozen elemental spells unlocked by upgrading their respective Reaver blades. Likewise, the variety in enemy design is the best it has ever been, with spellcasters of every elemental alignment imaginable and lots of new supernatural creatures.

Of course, the biggest change brought about by Defiance is the inclusion of both Kain and Raziel as playable characters. Unfortunately, the complexity of the plot makes it impossible to let the player choose which character to use in each segment. Control shifts from Kain to Raziel and back at arbitrary, predetermined points as the game progresses. In fact, having two separate characters to use doesn't diversify the gameplay of Defiance nearly as much as one would expect. Kain and Raziel are quite a bit like Ryu and Ken in this regard - only minor differences separate their play styles. However, the inclusion of both characters does add another dimension to the storytelling techniques at the developer's disposal since the two most important figures in the plot can make progress simultaneously without having to be in the same shot.

Yet despite these efforts, much of the game's core is borrowed directly from Soul Reaver 2, which was little more than an upgrade of Soul Reaver. The obstacles, the puzzles, and many of the quests are essentially identical to those in previous games, generally consisting of moving blocks around to open doors, killing groups of enemies to disable magic barriers, and upgrading weapons to unlock new areas. How many times must Raziel obtain the Fire Reaver enhancement for it to stick? With two fully developed playable characters, why is Defiance still a strictly one-player game? It would have been awesome to play through the game cooperatively and finish it by facing off against one another to decide between two possible endings.

Fans of the series will welcome the changes introduced in Defiance, but casual gamers will see it as simply more of the same; or perhaps worse - as yet another game following the popular trend of immitating Capcom's Devil May Cry.

Innovation Score: 5 / 10


Gameplay:

Anyone familiar with the Legacy of Kain series will be astonished and delighted to hear that Defiance contains a battle system developed enough that it may actually be possible to make an entertaining combo video of the game. No, they didn't add a combo meter to count hits against opponents that can't block anyway. Rather, Crystal Dynamics has succeeded in creating a combat engine that doesn't depend on restrictions to come across as advanced - a design obstacle they were unable to avoid in Blood Omen 2.

The combat engine in Defiance is varied enough and balanced enough that the best attack sequence changes from situation to situation, and often depends on the player's style. The most damaging combos require precise timing to maximize the number of hits following a launcher jump-cancel. Accidentally performing the wrong move can quickly bring the hovering hero to the ground into a large group of enemies waiting to strike. Thankfully, the freqent battle situations are kept enjoyable due to responsive controls, effective evade maneuvers, and the wise design choice of granting Kain and Raziel complete invincibility while performing the close-range finishing attacks necessary to replenish their life energy.

Defeating many of the boss enemies faced by Kain and Raziel requires a drastic change in strategy or a specific puzzle solution. Contrarary to what some reviewers have claimed, it's definately not possible to go through the entire game by simply mashing on the attack button. While most of the generic opponents encountered throughout the game are easy to deal with, the relative rarity of opponents that must be beaten in order to progress should eliminate any complaints regarding the tediousness of combat entirely. Special opponents can not be defeated by mashing alone, and anyone bored with generic opponents should avoid them altogether or try being more creative with the available attack options. Combat elements such as wavedashing, off the ground attacks, telekinetic relaunching, and the ability to ignite whole enemy groups into blazes by knocking around one burning opponent are just some of the many entertaining ways to show Moebius' army who's boss.

The puzzles in Defiance are some of the most refined yet. Perhaps the most intriguing part of the game is traversing a level as one of the characters, knowing that the other must pass through it as well. The brilliant level design is most apparent in these instances because the player is given hints of unreachable areas that are left to explore with the other character, creating an unique air of curiosity that leads one to search every corner for secret passageways or breakable walls. Easy access to Quest and Sub-Quest information ensures that it's always clear what needs to be done next, despite the absence of level maps.

Neither Kain nor Raziel can be killed by any normal means, so losing all health or jumping into something deadly simply transports the hero to the last checkpoint triggered. Game progress can be saved through the pause menu at any point, allowing the player to resume play from the most recent checkpoint. A simple system, but easily the most efficient overall.

The only problems in the gameplay department are due to camera angle difficulties and lighting troubles. The default camera placement is entirely arbitrary, moving into predetermined spots as the player moves from area to area. This can cause a great deal of disorientation, and can easily lead to instant death for Kain due to his vampiric weakness toward water. Another common annoyance occurs when phasing through gates. Since the camera always changes orientation during the move, attempting to continue forward by pressing the same direction will lead the character back through the gate. Also, at some instances during the darker levels, the lighting gets to be so bad that it's impossible to make out where the doors are located. Anyone who made it through Soul Reaver 2 will be glad to know that the horrendous pitch-black caverns and swamps placed throughout that installment have been reduced to a few minor instances in Defiance, and the option to change the screen brightness mid-game is extremely helpful in dealing with this issue.

Gameplay Score: 8 / 10


NEXT >> Extras, Lifespan, & Summary




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