![]() Given this ending, it seemed appropriate to introduce a new protagonist, and set Kain up as the nemesis. We thought it would be interesting to fast foward a millennia or two, to see what Kain's decision engendered. For the sequel, we assumed the latter - Kain embraces his vampire nature, and establishes himself as a "dark god", subjugating Nosgoth to his rule. GI: Raziel is certainly a cool new character, and the concept of turning the hero into the villain is definitely interesting, but why abandon Kain as the lead?Amy: At the end of Blood Omen, Kain was presented with a decision: he could sacrifice himself and thereby save the world or, in choosing to preserve his own life, he could damn the world. So it's been about 2 years from the first concepts, and about a year and a half of actual production. We filled out the team and began full production in October. GI: Exactly how long was this project in the pipeline?Amy: We started early conceptualization around February of '97 (with a very small team), and began prototype work that April. The issue was resolved, with Crystal Dynamics retaining the right to the Kain franchise (for this and any future products). ![]() GI: What happened between Silicon Knights and Crystal Dynamics? We heard blood was spilled over the Kain license.Amy: I really can't comment in detail on that. Like I said, the hype is a double-edged sword - it's flattering to have people so enthusiastic about your project, but at the same time you just want to be left alone to finish it! There's something to be said for working in complete anonymity, then unveiling the game when it's ready - premature hype tends to generate too much pressure and distraction. Do you think the numerous delays and the constant hype from the press has turned gamers away from the product?Amy: I hope not - that would be a shame. GI: Gamers have been hearing about this game for quite some time. The enthusiasm generated by our early demos was both a blessing and a curse - because people were anxious for the game's release, there was a lot of pressure to set dates before the game engine was even fully established. But now that the game is finished, why was Soul Reaver delayed so many times?Amy Hennig: It's always hard to nail down a ship date when you're working with brand new technology - you do your best to schedule conservatively, and adjust the scope of the project as necessary, as you go along. Game Informer: A few months ago, we didn't dare ask. At the last minute, after learning a few tricks from the Ghost Busters, Game Informer finally cornered the leader of the Soul Reaver pack, Amy Hennig, for an in-depth interview on Soul Reaver and the future of the Legacy of Kain universe. The Soul Reaver team moved about the industry like an apparition, surfacing periodically to dispense little tidbits here and there. For years, Game Informer tried to feed the demand and sedate the blood lust, but never once were successful in tracking down the development beast. When Crystal Dynamics announced the continuation of the Kain universe, this congregation of gamers scurried out of hiding and demanded information. Blood Omen: Legacy of Kain garnered a cult-like following of hard-core fanatics, frieks, and ghostly goths.
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