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The only thing I liked in the first game over the second is that it had boss battles, and they weren't exactly great.
Defiance, game-play wise, is better than any of the Soul Reaver games but the story and visual style is much weaker.
Soul Reaver 2 didn't receive as much love in this remaster as the first game, which is a shame.
dont take it as me hating Soul Reaver 2. on the contrary I love the game, but im enjoying it allot less than the first since it feels like this game was far less ambitious. If the world had more to do other than get to the next puzzle id say its an upgrade in the parts that mattered but im only as interested in the story as i am invested in its world.
It's also more linear, although that's more of a preference I guess.
As for the combat, you now have a heavy attack, the ability to block, and crouch dodge. So you have more options when engaging the enemy. The enemy types are more varied and they take more than 1-3 hits.
I've completed Soul Reaver 2 countless times but only completed Soul Reaver 1 once, a few days ago, with the help of a guide. There were many times where I just wanted to quit playing because of awful level design. The story is what kept me going.
It's been a while (2 years) since I've completed this game, so I don't remember every fight but I don't remember having any problems with dodging. I started my play-through of SR2 Remaster recently. I'll see how things are later on but so far it's as I remember.
The Sarafan Knights have a nasty habit of hitting you even if you dodge.
Almost aimbot like.
Combat is meh and yea dodging doesn't do much and THAT'S IF the Dodge actually registers when you press it or if you actually dodge the way you want. I personally miss the fire reaver in 1 and just lighting em up without having to deal with the clumsy combat
Like I say though, was mainly the later sections which where tedious.
And the opening of 2... if I didn't have the door to the left in the citadel seared into my brain I would have gotten lost again before ever finding the first save zone and have to restart all over just like I did when I rented it from Blockbuster and again when I bought the PC version years later, and that was when you couldn't skip cutscenes unlike this version. SR2 just has SO MANY bad design choices even if the story is one of my favorites of all time.
What is an exception in SR2, is the rule in SR1. Just about every new area you have to go to progress the game requires that you memorise one of the many paths that were inaccessible to you when you first saw them. That's why it was necessary to have the Elder God tell you the zone you had to go to.
About the heavy attacks, mine land almost consistently (around 80% of time). Block is very useful when you're cornered and in fact it's useful in general as it heavily reduces the damage you take.
You might be right. I think I now remember them being very annoying.
I prefer Sekiro and Darks Soul 3 over Elden Ring but I still enjoyed Elden Ring. I like the idea of meaningful exploration but not the idea of large empty maps that pretty much function as interactive loading screens to the next event. Unfortunately, that's what a lot of open world games feel like to me.
When it comes to games with a good story, I want a linear experience. It helps me remember the story better, and I feel like the writers have better control and so the writing is better too. It's very similar to fixed camera angles in that way. The only story focused, open world game I've enjoyed a lot is Witcher 3. Everything else was either less than great, or I liked the idea of the game rather than the game itself(e.g. Elder Scrolls).
This is clearly all a matter of taste, so I don't think we can come to any sort of agreement here. Still, it's interesting to hear other's perspective on the things I like.
And the combat too, like they had good intentions at the start, and then then just cheesed it in the end so that one can just avoid combat or, where one can't, button mash with the reaver (hell the remaster has an achievement for defeating three late game enemies within one minute I think, so button mashing is very much expected).
Really, the only improvement over the original is that the puzzles are more diverse. The rest feels like a rushed placeholder for something else.
Story is great and writing is the best in the series. Voice acting is as good as it gets. Presentation was great for its time. But the gameplay…
Horrible saving system (often requiring 40 minutes of playing before saving becomes an option).
Worst design decision possible when it comes to level design: 100% linearity with forced backtracking, and most most of the game being one long corridor through which the player kept running back and forth.
Zero optional content.
No bosses.
Combat that was more complex, but simultaneously less fun. And this port seems to have some hit detection issues on top of that.
The only gameplay aspect that was improved were the puzzles. Forges are probably the only highlight.
Funny thing is – Blood Omen 2 that was being developed at the same time turned out to be the exact opposite. It plays mostly fine, but the story/writing/atmosphere aspect was butchered.
I still think that the franchise would be in a different spot today, if back then CD released one complete game instead of two half-games.
Instead it feels like some unholy halfway hybrid where they couldn't decide whether to go 3D metroidvania route again or opt more more railroaded story-centric experience.