Great to see videos analyzing this game! However, as someone else pointed out, you do stand on platforms or pillars which go up, down, or sideways with Raziel on it and he won´t fall off. This happens all throughout the game, so would be good to correct this part of the video at 9:15. Was really cool to see your example of the shifting mechanic at the end, well done! I hope you will cover the remasters as well :) Another amazing aspect of Soul Reaver is the dynamic music, I would love if you could cover it in detail!
I've got a bit of information on the "necessary mechanic shifting to Material" in regards to needing portals. There was a cheat code to let you shift anywhere, just like you could from Material to Spectral. When walls pushed into Raziel, you just got moved as if being shoved. If a platform beneath you stretched away, you'd just fall.
This video was posted yesterday, and I said the exact same thing. Further, I explained that there was going to be an in-game reason as to why he'd have the ability to do this, but was cut due to time. But, yeah, did extensive tests, and it works everywhere, except for EG's chambers in The Abyss. Still, fascinating video regardless.
@@1Synner Yes, I believe it was from defeating Kain and taking his soul would grant Raziel the ability to shift anywhere as well as turning the Reaver into the Blood Reaver, having absorbed both previously Ariel's soul and now Kain's. She would scream in torment knowing she'd forever be linked together with Kain. Or so I recall reading a millenia ago. There's a lot of interesting cheats in LoK: Soul Reaver such as enabling the Ariel Reaver and Blood Reaver.
@@Zeithri Yup, even though the effects of both the Kain and Ariel reavers were cosmetic only (it wasn't until Defiance where the "Ariel" Reaver would exist beyond a cosmetic change in the form of the Spirit Reaver). Honestly, despite the loss of content from the time constraints, I'm kinda glad that the series played out like it did, making for a much more interesting and dynamic story (with Raziel's saga spanning two and a half games)
@@1SynnerSo wait, if the "aerial" Reaver in Defiance (didn't get to finish it) is technically the "Spirit Reaver", Then what would the green Spirit Reaver technically be??
God damn, the demo came out looking sick! Thank you so much for sharing the knowledge on how to achieve that look, too. Seeing how good the final product can look, and how seemingly achievable it is, is giving me the itch to give it a shot myself.
@@RippahRooJizah it sold between 1,5 and 2 million copies, at the time it was great sales number for most games, it's comparable to silent hill games for example and it outsold GTA 2.
@@otto_jk Fair enough. That said, when you say "It", what is "It"? Are we talking just SR 1 or the entire series? I was referring to the entire series.
the shifting between realm you could activate a cheat and shift at anytime anywhere regardless of what realms but if you did it on certain places it was not ideal
I remember back in my 3D Modeling classes in college, I discovered Blend Shapes and I had a massive "oh shit," moment, realizing that's how the Spectral Realm achieved its warped look. Looking forward to the Remasters. I'm also working on a Raziel Smash Bros. DLC video. Came to mind when you had the "New Challenger Approaching" splash screen. Would like to get your eyes on it when I release it. Might just be me, but your writing style tells me you're a pretty sharp guy. Could use a critique at the very least.
Bro, keep making this kind of content please. I was searching for a long time for the correct approach for getting an approximate effect for lighting in the style of psx's silent hill when I stumbled on your last video. I rarely comment on youtube, but I hope this comment can help you keep bringing us videos like this. Thank you.
Setting vertex colors in code is fairly simple also, just use a shader that suports vertex colors like the particles shaders or make you own and set a array of colors on the mesh. Mesh mesh = GetComponent().mesh; var colors = new Color32[mesh.vertices.Length]; for (int i = 0; i < colors.Length; i++) colors[i] = Random.ColorHSV(0f, 1f, 1f, 1f, 0.5f, 1f); mesh.SetColors(colors);
" _simple_ " Without serious guidance, that's just random programming code to my eyes that tells me nothing except confusion. I'm sure once you know it exactly, then yeah it'll be simple indeed. But before that, with little experience of that, no. Not at all!
You also need to account that this was in the 90s. Shader as we knew today didn't exist let alone on the PS1. So the way they achieve it in the first game was a different approach I reckon.
@@Zeithri Line 1, get the model data Line 2, create a grid of colors the same size as the number of points in the model Line 3, for every elements of the grid Line 4, set a random color in that grid element Line 5, set the grid of random colors to the model data 🎉
I haven't seen your stuff since you were doing pony vids, dude! I'm showing your stuff to my people who are into game design and taking classes for it.
loved the video am glad these games are coming back i hope that they sell well that we can get the full Collection anyway really enjoyed the video oh and what was that song you used at 19:16 i try to use shazam but it didn't give a name
It’s called “In the Crossfire”, it was used for the LoK Defiance trailer. I had to up pitch it a bit here to not get claimed, but you can find the full version on UA-cam
@@PopStrikers thank you for the help and keep up the good work It was impressive to see the different effects that was used to shift the world From spectral to physical. hope see more anyway Thanks again for helping out with this song.
Question, if a character is already complete and considered a finished product. If I ask a dev that I want the character to have bigger eyes, a bigger grin. If they have to redew the entire head. How long would it take to complete? Couple hours? Days? Weeks? Months?
It honestly depends on the scale of the changes and the complexity of the character itself. I could tweak Azumi’s eyes probably in a couple minutes to just make them a little smaller / larger, but if I wanted to fundamentally change their appearance, like give her more traditional pupils or something, that would probably require tweaking the actual model of the face, redefining the way the textures are laid out, etc. That would take a lot longer.
I am going to try to make this in Unreal. Just because I love this demo, I love Sould Reaver and I hate Unity, the Corporate Salary Generator that poses as a game engine..
how would they have controlled for warping geometry collision had they gone with the original vision and allowed you to absorb the fraction of Kain's soul that gave you the ability to shift whenever you wanted to though? edit: also I hate that you didnt show the code fragments to whatever scripts you added in Unity -- I would subscribe if you had done that because this video makes me want to get in there and build along myself but I dont have that option now. This kind of content is about making the viewer want to get engaged and do this project themselves, we arent here because we want to watch you do it or download your demo files.
Been saying for ages that a Soul Reacer remaster should happen and Square Enix left money on the table the entire time they owned the property and never did the remasters.
i dont think thats the case, i do the same if i see any errors or something that i dont like. Like a word that is pronounced badly or just scene too dark. Because youtube compression is a thing. And when editing on screen looks good, on UA-cam completely different.
Great to see videos analyzing this game! However, as someone else pointed out, you do stand on platforms or pillars which go up, down, or sideways with Raziel on it and he won´t fall off. This happens all throughout the game, so would be good to correct this part of the video at 9:15. Was really cool to see your example of the shifting mechanic at the end, well done! I hope you will cover the remasters as well :) Another amazing aspect of Soul Reaver is the dynamic music, I would love if you could cover it in detail!
Never forget that game. Even French acting was incredible.
I've got a bit of information on the "necessary mechanic shifting to Material" in regards to needing portals. There was a cheat code to let you shift anywhere, just like you could from Material to Spectral. When walls pushed into Raziel, you just got moved as if being shoved. If a platform beneath you stretched away, you'd just fall.
This video was posted yesterday, and I said the exact same thing. Further, I explained that there was going to be an in-game reason as to why he'd have the ability to do this, but was cut due to time. But, yeah, did extensive tests, and it works everywhere, except for EG's chambers in The Abyss.
Still, fascinating video regardless.
@@1Synner Yes, I believe it was from defeating Kain and taking his soul would grant Raziel the ability to shift anywhere as well as turning the Reaver into the Blood Reaver, having absorbed both previously Ariel's soul and now Kain's. She would scream in torment knowing she'd forever be linked together with Kain. Or so I recall reading a millenia ago. There's a lot of interesting cheats in LoK: Soul Reaver such as enabling the Ariel Reaver and Blood Reaver.
@@Zeithri Yup, even though the effects of both the Kain and Ariel reavers were cosmetic only (it wasn't until Defiance where the "Ariel" Reaver would exist beyond a cosmetic change in the form of the Spirit Reaver).
Honestly, despite the loss of content from the time constraints, I'm kinda glad that the series played out like it did, making for a much more interesting and dynamic story (with Raziel's saga spanning two and a half games)
@@1SynnerSo wait, if the "aerial" Reaver in Defiance (didn't get to finish it) is technically the "Spirit Reaver", Then what would the green Spirit Reaver technically be??
@@Cornelius9013 What do you mean by the "green spirit reaver"?
How the hell does this not have more views.
Keep up the good work man, I will definitely be following this channel closely from now on.
Honestly I'm not sure haha. My last two videos did a lot better. Guess I overestimated the amount of Soul Reaver fans
@@PopStrikers UA-cam didn't know who to bring it to. i found you on shorts and boom, you have a video about a ridiculously iconic game. subed
@@Xayify Appreciate it 👍
Great video, love the content and the demo you created! What a great way to help engage your audience in what you're doing. Keep up the great work!!
God damn, the demo came out looking sick! Thank you so much for sharing the knowledge on how to achieve that look, too. Seeing how good the final product can look, and how seemingly achievable it is, is giving me the itch to give it a shot myself.
Thanks! It was really fun to make! Definitely a good challenge!
Soul Reaver is criminally underrated and under ported to newer consoles
The remaster will be released on December 10 for PlayStation 5, PlayStation 4, Xbox Series X, Xbox Series S, Xbox One, Nintendo Switch and PC.
The thing is, the series was never a big seller. What also didn't help was the shifting hands of who owns the IP.
@@Yoshi-sp WOOOOOOOOO! 💪💪💪🎊🎊🎊
@@RippahRooJizah it sold between 1,5 and 2 million copies, at the time it was great sales number for most games, it's comparable to silent hill games for example and it outsold GTA 2.
@@otto_jk Fair enough. That said, when you say "It", what is "It"? Are we talking just SR 1 or the entire series? I was referring to the entire series.
Dude, you are a quality problem solver. I admire you a lot. Definitely gonna beat that game once and for all. I love your videos a lot
Thank you! I’m glad you enjoyed it, it was a fun project.
the shifting between realm you could activate a cheat and shift at anytime anywhere regardless of what realms but if you did it on certain places it was not ideal
I loved this video, keep making them!
I remember back in my 3D Modeling classes in college, I discovered Blend Shapes and I had a massive "oh shit," moment, realizing that's how the Spectral Realm achieved its warped look. Looking forward to the Remasters.
I'm also working on a Raziel Smash Bros. DLC video. Came to mind when you had the "New Challenger Approaching" splash screen. Would like to get your eyes on it when I release it. Might just be me, but your writing style tells me you're a pretty sharp guy. Could use a critique at the very least.
Sounds dope
Great video Tom, always glad to see you drop bangers and see your progress on game design.
Doin my best 😤
You're videos are great. Keep making them!
Man I love gaming videos that go in depth with the actual design and mechanics. Dope video. You earned a sub from me.
wow this is great stuff. you captured the feeling of soul reaver pretty well
I wonder if the remaster will re-do the cutscene animation
.... Animating a character with no jaw sounds very challenging.
How so? No jaw + supple throat muscles = no need to animate mouth movements.
This was informative, thanks mate!
Glad you enjoyed it!
Bro, keep making this kind of content please. I was searching for a long time for the correct approach for getting an approximate effect for lighting in the style of psx's silent hill when I stumbled on your last video. I rarely comment on youtube, but I hope this comment can help you keep bringing us videos like this. Thank you.
That’s definitely the plan. Hand quite a few more ideas for future videos. If there are subjects you’re curious about let me know 👍
A video on Rising Zan would be neat
Great video! Keep up the good work Bro.
Really cool and informative (and a good reminder I never finished these games)
Setting vertex colors in code is fairly simple also, just use a shader that suports vertex colors like the particles shaders or make you own and set a array of colors on the mesh.
Mesh mesh = GetComponent().mesh;
var colors = new Color32[mesh.vertices.Length];
for (int i = 0; i < colors.Length; i++)
colors[i] = Random.ColorHSV(0f, 1f, 1f, 1f, 0.5f, 1f);
mesh.SetColors(colors);
" _simple_ "
Without serious guidance, that's just random programming code to my eyes that tells me nothing except confusion.
I'm sure once you know it exactly, then yeah it'll be simple indeed. But before that, with little experience of that, no. Not at all!
You also need to account that this was in the 90s. Shader as we knew today didn't exist let alone on the PS1. So the way they achieve it in the first game was a different approach I reckon.
@@Zeithri
Line 1, get the model data
Line 2, create a grid of colors the same size as the number of points in the model
Line 3, for every elements of the grid
Line 4, set a random color in that grid element
Line 5, set the grid of random colors to the model data
🎉
Third times the charm😢
I haven't seen your stuff since you were doing pony vids, dude! I'm showing your stuff to my people who are into game design and taking classes for it.
hmmm, kinda feel like i've seen this before.
Editing error had to be fixed 😤
Let's flucking go!
loved the video am glad these games are coming back i hope that they sell well that we can get the full Collection anyway really enjoyed the video oh and what was that song you used at 19:16 i try to use shazam but it didn't give a name
It’s called “In the Crossfire”, it was used for the LoK Defiance trailer. I had to up pitch it a bit here to not get claimed, but you can find the full version on UA-cam
@@PopStrikers thank you for the help and keep up the good work It was impressive to see the different effects that was used to shift the world From spectral to physical. hope see more anyway Thanks again for helping out with this song.
your mistake was using Unity. Great vid.
Question, if a character is already complete and considered a finished product. If I ask a dev that I want the character to have bigger eyes, a bigger grin. If they have to redew the entire head. How long would it take to complete? Couple hours? Days? Weeks? Months?
It honestly depends on the scale of the changes and the complexity of the character itself. I could tweak Azumi’s eyes probably in a couple minutes to just make them a little smaller / larger, but if I wanted to fundamentally change their appearance, like give her more traditional pupils or something, that would probably require tweaking the actual model of the face, redefining the way the textures are laid out, etc. That would take a lot longer.
@@PopStrikers if the character already has face animations, is that a simple port to the new model? Or will they need to be remapped?
no one forgot about this series. the games of my childhood are the stuff of legend, mofo!
I am going to try to make this in Unreal.
Just because I love this demo, I love Sould Reaver and I hate Unity, the Corporate Salary Generator that poses as a game engine..
Cool video. Subbed!
how would they have controlled for warping geometry collision had they gone with the original vision and allowed you to absorb the fraction of Kain's soul that gave you the ability to shift whenever you wanted to though? edit: also I hate that you didnt show the code fragments to whatever scripts you added in Unity -- I would subscribe if you had done that because this video makes me want to get in there and build along myself but I dont have that option now. This kind of content is about making the viewer want to get engaged and do this project themselves, we arent here because we want to watch you do it or download your demo files.
LETS FUCKING GOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
Been saying for ages that a Soul Reacer remaster should happen and Square Enix left money on the table the entire time they owned the property and never did the remasters.
I mean, we can't say Squeenix did nothing with the IP while they held it.
Whether or not what they had done was a good idea is another matter.
Comment for the algorithm
Yes! More tom content
Ha. Voice modulation
Best game ever imo👌🤚.
wassup
This is your third time uploading this video in the span of a day. You really must be trying to find a magic clickbait formula, huh?
ContentID and an editing error, respectively
i dont think thats the case, i do the same if i see any errors or something that i dont like. Like a word that is pronounced badly or just scene too dark. Because youtube compression is a thing. And when editing on screen looks good, on UA-cam completely different.
Ha. Voice modulation