I first encountered Legacy of Kain in the most appropriately gothic way possible—during a thunderstorm that had knocked out the power in most of my neighborhood. It was 1999, I was seventeen, and my ancient backup generator was just powerful enough to run my PlayStation and a small TV in the basement. With nothing else to do and nowhere to go in the storm, I popped in a game I’d borrowed from my friend Matt but hadn’t gotten around to playing: Soul Reaver.
As the generator hummed nervously in the background and lightning occasionally illuminated my basement windows, I was introduced to Raziel, a vampire lieutenant executed by his master Kain, thrown into an abyss, and resurrected as a soul-devouring wraith. Talk about setting the mood. By the time the power came back on four hours later, I was completely hooked. The next day, I rode my bike eight miles to the mall to buy my own copy, along with the original Blood Omen: Legacy of Kain that I found in the used games section.
What grabbed me immediately about Legacy of Kain wasn’t just the vampire aesthetic, though that was certainly appealing to my teenage self. It was the dialogue—my god, the dialogue. In an era when most game writing consisted of functional exposition and cheesy one-liners, Legacy of Kain delivered Shakespearean-level monologues performed by voice actors who treated the material with the gravity of a Royal Shakespeare Company production. The first time I heard Simon Templeman as Kain intone “Vae Victis—suffering to the conquered” with his rich, contemptuous baritone, I got actual chills.
The intricate time travel paradox plot of the series would make Christopher Nolan scratch his head in confusion. Legacy of Kain took place across thousands of years in the gothic realm of Nosgoth, with causality loops, temporal paradoxes, and alternate timelines that somehow managed to feel cohesive despite their complexity. I filled an entire spiral notebook trying to map out the timeline after finishing Soul Reaver 2, complete with color-coded sticky notes and yarn connecting different events. My roommate Dave walked in on this conspiracy-wall-looking setup and slowly backed out of the room without saying a word.
The core relationship between Kain and Raziel drives the series, evolving from a simple master-servant dynamic into something far more nuanced and philosophically complex. Their interactions epitomize the series’ approach to morality—there are no heroes or villains, only competing perspectives and brutal necessities. Kain, initially presented as the villain who murdered Raziel out of jealousy, is gradually revealed to be working toward a larger purpose. Raziel, our supposed protagonist, discovers his role in events is far more complicated than simple revenge.
My buddy Chris got into the series after watching me play, and we spent countless late nights debating Kain’s actions and motivations. “He’s still the bad guy,” Chris would insist. “He’s trying to save the world, just in the most arrogant way possible,” I’d counter. That ambiguity was revolutionary in gaming at the time, when most titles still painted in broad strokes of good versus evil.
The Soul Reaver plane shifting mechanic was genuinely innovative when it debuted. Raziel could shift between the material realm and the spectral realm—essentially the land of the living and the land of the dead—at will (or when his health was depleted). This wasn’t just a cool visual effect; it fundamentally changed how you approached the game world. Puzzles required thinking across dimensions, with solutions that existed in both realms simultaneously. A blocked path in the material world might be open in the spectral realm, but then you’d need to find a way to return to physical form on the other side.
I remember getting completely stuck on a particular puzzle in the Drowned Abbey for nearly a week. The solution required shifting realms, moving a block while spectral, then finding a specific spot where the geography of both realms aligned in just the right way to proceed. When I finally figured it out at around 2 AM, I woke up my college roommate with my victorious shout. He was less than pleased, but I was too excited to care.
What really set Legacy of Kain apart was the exceptional quality of its voice acting and dialogue. This wasn’t just good “for a video game”—it was legitimately outstanding dramatic performance by any standard. Michael Bell’s portrayal of Raziel’s growing existential horror as he discovers his true nature and purpose still stands as one of gaming’s finest voice performances. The script gave these actors material worthy of their talents, with philosophical musings on free will, fate, and morality that never felt pretentious because they were so integral to the characters and story.
I used to record certain cutscenes on VHS (yes, I’m that old) to rewatch the performances. The confrontation between Raziel and Kain at the end of Soul Reaver 2, where Kain delivers his “coin flip” speech about free will, literally gave me goosebumps. I made my girlfriend at the time watch it, trying to convince her that video games could be profound art. She wasn’t entirely convinced, but did admit it was “pretty good for a vampire game.”
The Elder God manipulation theme that runs throughout the series feels even more relevant today than when the games were released. The idea of a seemingly benevolent deity who is actually using his worshippers for his own parasitic purposes creates one of gaming’s most compelling villains. When Raziel finally realizes the extent of the Elder God’s manipulation and deceit, it leads to one of the most satisfying character moments I’ve experienced in any game.
Legacy of Kain’s Nosgoth world building depth remains impressive decades later. This wasn’t a generic fantasy realm with vampires slapped on—it had history, cultures, architecture, and mythology that felt cohesive and lived-in. From the decayed grandeur of Kain’s empire to the ancient vampire citadel, each location told a story through its design. The environmental storytelling was subtle but effective; you could trace the history of Nosgoth through its ruins and monuments.
I became so invested in the world that I began sketching my own maps of Nosgoth, trying to connect locations across the different games. My art skills were (and remain) questionable at best, but I can still picture the geography of this fictional vampire realm more clearly than I can remember parts of my actual hometown.
The spectral realm unique mechanic deserves special mention because it wasn’t just a gimmick—it fundamentally changed how you perceived and interacted with the game world. The distorted, fluid architecture, altered physics, and ever-present threat of soul-hungry entities made the spectral realm feel genuinely otherworldly. The brilliant audio design amplified this effect, with distorted, echoing sounds and a subtle but persistent heartbeat-like thrum that made each visit to the spectral realm uncomfortable in the best possible way.
There were notable gameplay differences between Blood Omen and Soul Reaver that showed how the series evolved. Blood Omen was more of an action-RPG with a top-down perspective, focusing on Kain’s accumulation of powers and spells. Soul Reaver shifted to a third-person perspective with greater emphasis on environmental puzzles and platforming. What remained consistent was the series’ commitment to making gameplay serve the narrative—your abilities as either Kain or Raziel reflected their nature and place in the story.
I remember struggling with the shift when I went back to play Blood Omen after starting with Soul Reaver. The controls felt clunky and dated, but the story was so compelling that I pushed through. By the time I reached the twist ending, I was fully converted. I went on to play every game in the series, even tracking down Blood Omen 2 when my local GameStop didn’t carry it.
And then there’s the unresolved cliffhanger ending that still haunts longtime fans like me. After five games of building this incredibly complex narrative, the series ended with Defiance in 2003, leaving several major plot threads dangling. The planned conclusion never materialized as the developers moved on to other projects. It’s like if The Empire Strikes Back had been the final Star Wars film—a tantalizing setup with no resolution.
I still occasionally check gaming news sites for any hint of a Legacy of Kain revival. Every time a Square Enix presentation is announced, I allow myself a foolish moment of hope. The canceled multiplayer game Nosgoth in 2015 only twisted the knife for fans expecting a proper continuation. That wasn’t the Legacy of Kain we wanted—we wanted resolution to the epic tale of Kain and Raziel.
Amy Hennig’s storytelling approach as the series’ writer and director (before she went on to create Uncharted) was revolutionary at the time and still holds up today. She treated video game narrative with literary seriousness, creating complex characters driven by understandable motivations even when they opposed each other. There were no simple villains twirling their mustaches, just individuals trapped in a complex web of fate, free will, and necessity.
I met Hennig briefly at a gaming convention in 2010 and embarrassed myself completely by gushing about Legacy of Kain for far too long. She was gracious enough to listen to my theories about what might have happened in the planned sequel, and even confirmed one of my pet theories about Raziel’s ultimate fate. It remains one of my favorite gaming-related memories.
If you’ve never experienced Legacy of Kain and can tolerate some dated gameplay mechanics, I can’t recommend the series highly enough. Start with Soul Reaver if the older gameplay of Blood Omen seems too clunky, then move through the series chronologically. You’ll find one of gaming’s most ambitious narrative achievements, with atmosphere and voice performances that still stand among the medium’s best.
The series deserves a modern revival—not a reboot that simplifies its complexity, but a thoughtful continuation or reimagining that maintains the philosophical depth and gothic atmosphere that made it special. In an era of remakes and remasters, few dormant franchises have as much untapped potential as Legacy of Kain. Until that day comes, I’ll keep my PS1 hooked up, ready for my annual playthrough of Soul Reaver, listening for the echo of Kain’s final words: “History abhors a paradox.”