Legacy of Kain Wiki:Legacy of Kain: Defiance (PSi2)

DYNAMICS' DEFIANCE

Matthew Guzenda, Senior Producer at Crystal Dynamics, answers some questions about Legacy of Kain: Defiance and Crystal Dynamics' acquisition of Lara Croft and Tomb Raider from Core.

'''PSi2: This is the first title in the series which gives gamers the opportunity to play as both Raziel and Kain. Are their stories intertwined or separate?'''

MG: ''Although you alternate between playing Kain and Raziel, their stories are very much intertwined. In fact, at the beginning of the game, Kain is trying to find Raziel, who is separated not only by distance but also time. Eventually their two storylines merge together.''

PSi2: Can you choose which character you control?

MG: No. Since the game is chapter-based, we alternate between playing Kain and Raziel, based on the chapter the player is in.

PSi2: What powers and abilities do Raziel and Kain share, if any?

MG: ''To avoid confusion, both Kain and Raziel's basic mechanics work the same way. However, they have a lot of specialised moves and attacks, which are different per character. For example, Kain can't glide, but he has a stronger Telekinetic attack. In addition, both characters' Reaver blades are enhanced with special combat abilities as Kain and Raziel progress through the game. For example, one of Raziel's charge moves allows him to become invisible.

PSi2: There's been a lot of tweaking to the game since the last episode, what's new?

MG: ''Obviously, for a start we've united two strands of our story universe under a single banner (Legacy of Kain). For the first time, the player can to play both as Raziel and Kain in one game, allowing for a more interesting variety of game styles based on each character's abilities. We've also made a conscious effort to focus on creating a more robust combat system that allows for more frantic and rewarding gameplay. In addition, we've changed the camera system to move from our traditional behind-the-player camera to a more cinematic in-game system.''

PSi2: Will this installment have more action than puzzle-solving?

MG: ''There's a pretty good balance. We haven't abandoned the puzzle-solving aspects of the series, but there definitely is more action than in Soul Reaver 2. In the end, I would estimate the split is around 65% combat, 35% puzzles. We've also reintroduced boss battles, which were missing from the last game.''

PSi2: Have the camera mechanics been altered or improved at all?

MG: ''The camera system has been completely overhauled. We've changed the camera system to move from our traditional behind-the-player camera to a more cinematic in-game system, similar to the camera system in ICO. Although we were really happy with the old system, we felt the player spent way too much time managing the camera, which was a pain during combat or gliding. The new system requires no input from the player. In the past, the player had to reposition the camera by rotating it with the right analogue stick. Now the camera is spline-based, which allows us to position the camera for the player. Not only does the camera now feel more cinematic and fluid, it also allows us to help guide the player.''

PSi2: Will there still be a free view function?

MG: ''Yes. Although we manage where the camera looks, the player can nudge the camera while moving to look around further. Or if the player stops, they can go to a first-person camera and explore their surroundings as in the previous game.''

PSi2: Are the levels very linear or can you go back and have a go at previous levels to try and do better?

MG: ''The game does play through in chapters. However, you can definitely go back and explore previous levels. We have bonus items hidden throughout the game, so we actually reward the player for exploring more.''

PSi2: Tell us a little about the work you've done on the combat system for each character and what they can do.

MG: ''The combat system has undergone a major overhaul, to allow truly simultaneous conflict with multiple enemies. We've enriched the fighting mechanics with a cool new system of combos, many over-the-top moves and improved enemy AI. Enemies no longer just run in and wait their turn to fight you – now they choose between (for example) trying to flank the player, hanging back and launching projectile attacks, using longer-range hand-to-hand attacks or getting close in for some dirty hand-to-hand brawling. Kain and Raziel also have a new combat ability: telekinesis. Using a very simple but effective game mechanic, the player can pick up or throw attackers into objects within the level. For example, the player can impale an enemy on a hanging spike, or set the creature on fire by throwing it into a flaming wall torch.''

PSi2: As a vampire, do you have to feed off your victims?

MG: ''Absolutely, although it's slightly different for each character. Kain requires blood, so he must feed off 'live' victims. Raziel requires souls, so he can feed off of both live and spectral enemies [sounds delicious – Ed].''

'''PSi2: There's talk of telekinesis in the game. How does that work?'''

MG: ''Telekinesis has been featured in previous Kain games, but it was always used as a non-combat ability that was mainly used to solve puzzles. For Legacy of Kain: Defiance, we've added it as a combat mechanic. Raziel and Kain can use their telekinetic attacks to pick up enemies and throw them into objects such as hanging spikes or lanterns, or even to throw them off of an object such as a cliff face. They can also use the attack to simply push an enemy away from them. Each character has a telekinesis power meter which drains as they use a telekinetic attack. It recharges over time, and as the player progresses through the game, this recharge becomes faster. However, the player needs to balance how they use the attack. Simply pushing an enemy away uses a tiny amount of energy. Picking up an enemy and throwing them high up into a spike uses more.''

'''PSi2: FMV moments in Legacy of Kain have always been stunning. Are the sequences in this one better?'''

MG: ''We're not doing an FMV as such in this game. All of the 60 minutes of cinematics are done in-engine now, however the quality is amazing and fans won't be disappointed. Since Soul Reaver 1, console technology has obviously come along way, and the in-game Kain now looks as good as the Hi-Res Kain that was in the first Soul Reaver FMV.''

PSi2: Are they 'cross-legs, need-a-wee' long or short and sweet?

MG: ''There is over 60 minutes-worth, so yeah, go to the bathroom first. However, unlike previous games, you can pause or skip all cinematics!''

'PSi2: The story has always been strong in the Legacy of Kain'' series. How does this game's storyline compare with previous episodes?'''

MG: ''Fans of the previous games won't be disappointed. As always, the story has been written by Amy Hennig. Without giving away anything too much, Amy's made a huge effort to make sure a lot of the loose story ends from previous games get wrapped up in this one.''

PSi2: What would you say is the key to keeping a franchise fresh without losing its following with radical changes?

MG: ''The challenge has been to keep the technology and gameplay fresh and innovative as the series matures. You have to strike a balance between preserving the basic elements (mechanics, features, characters, world) that are pillars of the series, while having the courage to discard elements that failed to work, or are no longer relevant. For instance, changing the camera this time was something we didn't have to do as its worked fine since Soul Reaver 1, and in fact a lot of games still use our old system successfully. However, the team felt that changing the system would not only make the game easier to play, but would also give it a much more appealing and cinematic look.

'''PSi2: Would you say Raziel and co. have a cult following? If so, would you prefer that to the pressure of say, Tomb Raider proportions?'''

MG: ''We have an incredibly loyal and vocal fan base that we follow on the online forums, so we're always conscious of this when making game decisions. I'm not sure if the number really makes any difference as far as pressure goes.''

PSi2: Are all the original voice actors back for this one, or are they new?

MG: ''All the original actors are returning. Michael Bell will again play Raziel and Somon Templeman plays Kain.''

'''PSi2: The series has always enjoyed moderate success. Do you think Kain's legacy can continue on PS2, even with Crystal Dynamics taking over the Tomb Raider franchise?'''

MG: ''Like anything in this industry, I think Legacy of Kain will continue as a franchise for as long as it's a financial success, which is why the team hasn't got complacent since the last game. For Legacy of Kain: Defiance, we've tried to focus on game elements that keep our loyal fans happy, but also attract new players to the series.''

PSi2: With franchises more important than ever, how important is the Legacy of Kain series now in the Crystal Dynamics portfolio?

MG: ''The Legacy of Kain series has always been a mainstay of the Crystal Dynamics portfolio for a long time, and as long as it continues to be successful, I can't see any reason to change that. The team is already making plans for the next game.''

PSi2: Will we ever see Kain enter a modern human world and cause a bit of chaos in the 21st Century?

MG: ''Well, throughout the series Kain and Raziel have jumped around time, so it certainly would be within the realm of possibilities. Sounds quite fun, actually!''