A Legacy Worth Remembering The Legacy of Kain series is one of those franchises that insufferable nerds like myself will ramble on and on about as one of the last truly great series of its era, of how its story was tragically cut short and how with each passing year it looks less and less likely that we will get the remake we all want, the reimagining of a classic, yet dated game from our youths that we remember fondly. And here we are with an unexpected remaster of a beloved classic. But what of the old games? Were these games, for all their good, simply too old to be enjoyed today? I'm happy to say that after 20 hours revisiting Nosgoth, the answer is no (mostly). To start, Soul Reaver 1 holds up shockingly well. You will explore Nosgoth, fight the monstrous vampire children of your brothers, solve countless environmental puzzles, and finally confront one of your brothers in a boss fight. These aren't really fights, though. They're puzzles. You have to use the environment to defeat each boss, as they've evolved far beyond your capabilities to fight directly. This may be disappointing to many, but it was absolutely the right design call. The game is not a combat game. It is a puzzle platformer with an edgy gothic paintjob. The game is often criticized for its lackluster combat system, but I completely disagree with that. Each combat is itself a puzzle. You cannot simply attack enemies until they go down, you have to find a way to actually destroy them because they're vampires with vampiric weaknesses. Throw them into fire or water, or impale them on a spike or spear. You'll go into each combat surveying the environment for something you can use to finish off each opponent. The game is training you to be mindful of your surroundings because it will demand this perceptiveness of you for its puzzles which include going back and forth between the material and spectral realms, and lots and lots of block puzzles. With each boss defeated, a new ability is gained that opens up new means of traversal to you. This opens the way to the next story area, but it also opens many previously inaccessible secrets. You'll find yourself going back and discovering health-increasing powerups, new spells to aid you in combat, and a few unique upgrades like a flame attunement to your Reaver. There are even two rather large secret areas that are entirely possible to miss. All of this is further elevated by an incredible script and cast. The voice acting in this game remains some of the absolute best in the business with the talent of Michael Bell, Simon Templeman, and Tony Jay among many others, all of whom give outstanding performances which elevate the stellar writing by Amy Hennig. My time revisiting SR1 shocked me at how well it has held up. There are issues with the camera and the platforming. It's an old 90s 3D camera that doesn't play well in enclosed spaces, which makes lining it up for a few particular jumps a needless chore. Raziel also doesn't have much hangtime in the air at the height of his jump to help you recorrect your trajectory, and there's no stumble animation when you approach a ledge to prevent you from falling off. These are hinderances that will taint your experience somewhat, but probably never ruin it. The increased framerate goes a long way in helping some of the old platforming segments. Soul Reaver 2, however, holds up less well. For some reason, they completely moved away from the open world exploration focus of the original that made the first game so compelling and doubled down on making combat the major focus outside of some extended puzzle sections and, of course, the incredible cutscenes and writing. What's worse, combat is no longer a puzzle. There are no environmental aspects to combat, just an incredibly clunky combat system. Enemies are always more trouble than they are worth and you will find yourself skipping most of the combat until the demons appear and force you into combat arenas. The only saving grace is the "temples" in the game. These are extended puzzle sections that come close to SR1's puzzles but never reach the same heights. What's worse, while the levels feel massive, they are completely devoid of any collectibles, offering no replay value. The real reason you play SR2 is for the story, which is even better than SR1! SR2 had a ♥♥♥♥♥♥♥♥, convoluted time travel plot about paradoxes and fate and I LIKED IT! I just wish I could be as enthusiastic about the gameplay. So with that said, what does a remaster offer, and are these games worth playing as part of this bundle? SR1 I think absolutely holds up. It's a game I will keep replaying for years to come. SR2 I think is worth one playthrough, and probably only that. But what about the remaster itself? There are basic QOL improvements. 60fps, widescreen, higher resolution, all good and necessary stuff. There is also the option to play the game in the original graphics or switch to new remastered HD graphics at the press of a button. These, for the most part, look quite good, though many of the human models in SR2 dip quite hard into the uncanny valley. Raziel, Kain, Janos Audron, Vorador, and the other vampires all look quite good however. There's also a photo mode, which is a nice touch, but its rather barebones. There's also a disappointing lack of graphics options. You can't select basic things like fullscreen or borderless windowed mode (it defaults to fullscreen from what I can tell). You can't select Vsync or set your framerate or even you resolution from within any of the games menus, unless that option exists somewhere and I'll feel like an idiot when I go back and see the option right there. But the big thing that this bundle includes is a plethora of bonus content, the most notable of which is the lost levels. Recreated in SR1's engine are a host of previously lost levels, either deleted content or old E3 demos. This is stuff that was previously completely unplayable and it was only made possible by, as I understand, painstakingly recreating these within the game's engine. This is an amazing surprise that any hardcore fan of the series should take a look at. It is, technically, the newest content in this series in decades and may very well be the last new content that we see. So is this worth getting? Yes, absolutely. People may wish that they had made improvements to the old games, that we should have gotten a remake instead of a remaster. I had wished that too when I first heard of this remaster, but now I'm glad that these games exist in their original form to be played as they once were. They are a staple of gaming history that should be learned from, both the good and the bad. They (mostly) hold up surprisingly well and, at least in the case of SR1, I don't think it needs a remake. It's fine as is. A bit rough around the edges, but that's also what makes it so damned beautiful. It's a ragged blue beast with a noble heart. The Legacy of Kain is a part of gaming history. It pioneered some innovations we take for granted now. It spearheaded the campaign to have games seen as art instead of just games, and it did so honestly. Instead of copying Hollywood, it used its own strengths. It feels more like Shakespeare than Marvel, despite the comic book look it has. It really is like nothing else out there, and the fact remains that this remaster collection is the best way to play these games. The Legacy of Kain is lightning in a bottle. It's a coin that landed on its edge, and I'm glad it's here for everyone to experience in its original form.