Haha the death sound for the original Dumahim is the same one they used for the little trolls in MediEvil in the church! I am amazed the sunlight glyph was supposed to be accessed so early. Its strange to think of it as weak too, especially in the retail version its usually the last glyph people gain, sometimes missing it all together. The Sunlight Glyph area is awesome, I've always thought it was one of the coolest environments, with the lighthouse, large cliffs and deep water expanses, not to mention one of the best music tracks! The stone glyph block puzzle is one of the hardest, can't believe it was even harder in alpha! Also its so cool how different the glyph locations were. I always wondered what that little corridor with the bonfire round the corner was for! Now I finally know it was the original location of the Spirit Glyph!!!
Wait, what? I have played the Medievil but never got the connection, you are right! :O I remember it clearly! I have attempted to complete the advanced stone glyph puzzle in the beta, it was a nightmare and blocks kept disappearing! :/ Yeah, maybe the size of the Lighthouse area was the defining factor in making it last instead of being the first, the other glyphs except the Stone have just a few rooms each.
I've played Medievil 1 and 2 many times, can confirm its the same sound Edit: in fact the life fountain present in every level of Medievil, is almost a carbon copy of the soul fountain you find at the start of the tutorial (in a matter of animations)
There are so many secrets (even gliphs in the alpha version) after all these years to uncover behind this gem called Soul Reaver. Thank you for sharing your wisdom with fans, Raina :)
In Retail, my favorite use of the force glyph is to run up between the two Dumahim on the bridge in the Sanctuary of the Clans and then just push them both off into the water.
It's quite nice to hear that even in the alpha, SR had the music that was half the game's awesomeness, sheer atmosphere-wise....I remember I could mooch around on this and not really accomplish much, but the music made it worth it ;]
I always thought it was strange that the Underworld theme plays in the Sound Glyph area when it is located in the Silenced Cathedral. It makes sense now.
The lighthouse already looked fantastic and huge by this point, it is just awkward that it is located so early in the game. And I see no sense in the sunlight glyphs be the weakest since we are fighting vampires. Unfortunately that’s one of my least favorite parts in the game, I was very good when younger and spent eons figuring out the puzzles. Makes no sense all of this for a weak reward. Glad they changed that.
I'm glad that the retail version of the Sunlight Glyph was the one we got because if they had kept that it could only blind enemies it would've contradicted Raziel's words about how to deal with vampires after coming out of Underworld. Its also a shame we could never find the skeleton or some sort of remnant of good ol Nupraptor in his decrepit retreat. Also I do love me a good block pushing puzzle.
It was definitely weird to have the biggest and longest puzzle for the weakest glyph and the easiest puzzle for the strongest one, so I get why they changed that. X) And imagining a harder version of the Stone glyph puzzle gives me nightmares…
Man thank the Ancient's that they went with the slower version of the Necropolis music. If I had to move all those blocks to that I probably would've had a stroke. Also I'm shocked that lone fountain in the city was for a cut glyph. I always suspected it to be the Water forge.
@@RainaAudron You know, now that you say it, it does give this a gothic Benny Hill vibe. And now I want to see Raziel being chased by Kain and the lieutenants in said fashion across Nosgoth.
I actually like the alpha version of necropolis music a bit more, even though I agree the version they've chosen for the finished game fits better... huh, curious.
How do you think - the idea of those Glyph & Reaver Forges in SR1 being CLEARLY of Hylden origins (as in design and architecture plus initial objective - to arm Hylden champion) while being "repurposed" by the beings that discovered the forge first would've been good for original story SR1? My idea here is to enable a way to explain the Forge fiesta of both "original-story Soul Reaver 1" (as in - Hylden-based forges, one Forge to imbue the Reaver and Glyph one - to empower the Reaver), "Soul Reaver 2 but its without Kain" (Vampire-based forges) and to make Hennig's "the story would've found a way to return to what we see in Defiance" quote work via "Raziel still gets trapped in Soul Reaver sword but the events following the future cycles change".
The Hylden did not exist at the time of SR1 was designed and Raziel had yet to travel back and cause the paradoxes which let them out, so not sure if this would make sense. I do not think that CD decided where did those forges originated in SR1. Also some forges are inside structures built by humans during Kain´s empire like in the Silenced Cathedral. Who put that one there and why? This is a difficult thing to explain :D
@@RainaAudron The idea is based on the "we already have 5 games in the franchise, now lets remove the plotholes" line of thinking for a might-be remake or idea on how to continue the further story. It's not a substitute for content explanation from a two decades old game. Besides this idea comes from another youtube discussion about "how one can make Legacy of Kain franchise work in 202x". As for timelines and stuff - IMHO, that's the game development in a nutshell. You can only work with what you have and good ideas can come up/realized after there's a game or two under belt. As for letting them dogs out - as far as I know they wouldn't even need such things. Hylden of course wouldn't have Janos Audron body to open the portal into Hyldemon dimension, but they at the very least could possess humans to do their bidding since the pillars are broke. Besides, they could just build over the already intact structures, an idea I present in the next paragraph. Silenced Cathedral-wise - I think this can be explained by the core layers shifting, opening new parts of the corrupted Nosgoth. So those Hylden secrets become "visible" in this era, especially with the Nosgoth decaying. Besides - I really doubt humans would've built all the structure from grounds level. They might've based the structure over a mountain. As for example take this concept art: www.thelostworlds.net/SR1/Images/Cathedral_Pinnacle-Cathedral-02.JPG P.S. I think with some good dedication to research and review one can "lorify" new ideas and explain some of the mysteries of Nosgoth from previous games all the while not endangering the main storyline.
One of the aspects of the game I never understood is the glyphs purpose in the end they seemed like useless collectibles, although fun to unlock hardly use them throughout the game, maybe they were intended for something different
I suspect they wanted to make the combat much harder than it ended up being in the retail. Swarms of vampires that are actually tough to kill and so the glyphs would've actually been useful.
Haha the death sound for the original Dumahim is the same one they used for the little trolls in MediEvil in the church!
I am amazed the sunlight glyph was supposed to be accessed so early. Its strange to think of it as weak too, especially in the retail version its usually the last glyph people gain, sometimes missing it all together. The Sunlight Glyph area is awesome, I've always thought it was one of the coolest environments, with the lighthouse, large cliffs and deep water expanses, not to mention one of the best music tracks!
The stone glyph block puzzle is one of the hardest, can't believe it was even harder in alpha!
Also its so cool how different the glyph locations were. I always wondered what that little corridor with the bonfire round the corner was for! Now I finally know it was the original location of the Spirit Glyph!!!
Wait, what? I have played the Medievil but never got the connection, you are right! :O I remember it clearly!
I have attempted to complete the advanced stone glyph puzzle in the beta, it was a nightmare and blocks kept disappearing! :/ Yeah, maybe the size of the Lighthouse area was the defining factor in making it last instead of being the first, the other glyphs except the Stone have just a few rooms each.
I've played Medievil 1 and 2 many times, can confirm its the same sound
Edit: in fact the life fountain present in every level of Medievil, is almost a carbon copy of the soul fountain you find at the start of the tutorial (in a matter of animations)
I remember originally in one early gameplay I saw the lighthouse was near the tomb of Sarafan, so they moved it twice if I recall correctly
@@kevinchatmajo Really? Do you remember where you have seen it?
@@RainaAudron I remember I saw it on one video that was recorded on the E3 98
There are so many secrets (even gliphs in the alpha version) after all these years to uncover behind this gem called Soul Reaver. Thank you for sharing your wisdom with fans, Raina :)
In Retail, my favorite use of the force glyph is to run up between the two Dumahim on the bridge in the Sanctuary of the Clans and then just push them both off into the water.
That's exactly what I do as well 👍😂
It's quite nice to hear that even in the alpha, SR had the music that was half the game's awesomeness, sheer atmosphere-wise....I remember I could mooch around on this and not really accomplish much, but the music made it worth it ;]
Same here! Music makes the atmosphere! :)
Half of the game is voice acting not music
17:46 Is hilarious how Raziel bunbumps the ton blocks in alpha version
lmao @ Raziel ignoring all the fledgling Dumahim like "not now child, I'm doing important clan elder things!"
This game is so acclaimed and has such a great fanbase. I don't understand why not remake him ASAP.
Square Enix Europe owns the rights and they've expressed no urgency to want to work on a sequel or a reboot.
@@Cinemaphile7783 they're idiots.
It's coming December this year
I always thought it was strange that the Underworld theme plays in the Sound Glyph area when it is located in the Silenced Cathedral. It makes sense now.
The lighthouse already looked fantastic and huge by this point, it is just awkward that it is located so early in the game. And I see no sense in the sunlight glyphs be the weakest since we are fighting vampires. Unfortunately that’s one of my least favorite parts in the game, I was very good when younger and spent eons figuring out the puzzles. Makes no sense all of this for a weak reward. Glad they changed that.
I'm glad that the retail version of the Sunlight Glyph was the one we got because if they had kept that it could only blind enemies it would've contradicted Raziel's words about how to deal with vampires after coming out of Underworld. Its also a shame we could never find the skeleton or some sort of remnant of good ol Nupraptor in his decrepit retreat. Also I do love me a good block pushing puzzle.
It was definitely weird to have the biggest and longest puzzle for the weakest glyph and the easiest puzzle for the strongest one, so I get why they changed that. X)
And imagining a harder version of the Stone glyph puzzle gives me nightmares…
Hello Raina. Congratulations for all your work !
This video is missing in your "Soul Reaver Alpha" playlist. ;)
Thank you! I have added it on :)
@@RainaAudron Great! :)
Man thank the Ancient's that they went with the slower version of the Necropolis music. If I had to move all those blocks to that I probably would've had a stroke. Also I'm shocked that lone fountain in the city was for a cut glyph. I always suspected it to be the Water forge.
I tell you it´s perfect for fast paced cycling, though, haha!
@@RainaAudron You know, now that you say it, it does give this a gothic Benny Hill vibe. And now I want to see Raziel being chased by Kain and the lieutenants in said fashion across Nosgoth.
I actually like the alpha version of necropolis music a bit more, even though I agree the version they've chosen for the finished game fits better... huh, curious.
You are totally right.
Good to see you alive and well!
I finished the game with only a few glyphs found. Good thing I didn't need them to finish.
How do you think - the idea of those Glyph & Reaver Forges in SR1 being CLEARLY of Hylden origins
(as in design and architecture plus initial objective - to arm Hylden champion)
while being "repurposed" by the beings that discovered the forge first would've been good for original story SR1?
My idea here is to enable a way to explain the Forge fiesta of both "original-story Soul Reaver 1" (as in - Hylden-based forges, one Forge to imbue the Reaver and Glyph one - to empower the Reaver),
"Soul Reaver 2 but its without Kain" (Vampire-based forges) and to make Hennig's "the story would've found a way to return to what we see in Defiance" quote work via "Raziel still gets trapped in Soul Reaver sword but the events following the future cycles change".
The Hylden did not exist at the time of SR1 was designed and Raziel had yet to travel back and cause the paradoxes which let them out, so not sure if this would make sense. I do not think that CD decided where did those forges originated in SR1. Also some forges are inside structures built by humans during Kain´s empire like in the Silenced Cathedral. Who put that one there and why? This is a difficult thing to explain :D
@@RainaAudron
The idea is based on the
"we already have 5 games in the franchise, now lets remove the plotholes" line
of thinking for a might-be remake or idea on how to continue the further story.
It's not a substitute for content explanation from a two decades old game.
Besides this idea comes from another youtube discussion about "how one can make Legacy of Kain franchise work in 202x".
As for timelines and stuff - IMHO, that's the game development in a nutshell. You can only work with what you have and good ideas can come up/realized after there's a game or two under belt.
As for letting them dogs out - as far as I know they wouldn't even need such things.
Hylden of course wouldn't have Janos Audron body to open the portal into Hyldemon dimension, but they at the very least could possess humans to do their bidding since the pillars are broke.
Besides, they could just build over the already intact structures, an idea I present in the next paragraph.
Silenced Cathedral-wise - I think this can be explained by the core layers shifting, opening new parts of the corrupted Nosgoth. So those Hylden secrets become "visible" in this era, especially with the Nosgoth decaying.
Besides - I really doubt humans would've built all the structure from grounds level. They might've based the structure over a mountain.
As for example take this concept art: www.thelostworlds.net/SR1/Images/Cathedral_Pinnacle-Cathedral-02.JPG
P.S. I think with some good dedication to research and review one can "lorify" new ideas and explain some of the mysteries of Nosgoth from previous games all the while not endangering the main storyline.
One of the aspects of the game I never understood is the glyphs purpose in the end they seemed like useless collectibles, although fun to unlock hardly use them throughout the game, maybe they were intended for something different
I suspect they wanted to make the combat much harder than it ended up being in the retail. Swarms of vampires that are actually tough to kill and so the glyphs would've actually been useful.
12:14 bLoKception
I always wondered what those cave paintings in the stone glyph room were meant to represent?
Do you know, Raina?
for the stone glyph path, i thought it could lead back to melchia...to the elevator,cuz i thought it looked like there was another route.....
So in the Alpha Sunlight is the weakest glyph, while in retail, the water glyph does jack-all. Interesting
it's only ineffective against rahabim and humans all the other vampires are fair game what are you talking about?
I always wondered who's mural was shown at 20:41
Ohhh i hated the block puzzles...