Legacy Of Kain
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Legacy Of Kain
''Legacy of Kain'' is a series of dark fantasy action-adventure video games primarily developed by Crystal Dynamics and formerly published by Eidos Interactive, then Square Enix Europe after 2009. The first title, '' Blood Omen: Legacy of Kain'', was created by Silicon Knights in association with Crystal Dynamics, but, after a legal battle, Crystal Dynamics retained the rights to the game's intellectual property, and continued its story with four sequels. To date, five games comprise the series, all initially developed for video game consoles and later ported to Microsoft Windows. Focusing on the eponymous character of Kain, a vampire antihero, each title features action, exploration and puzzle-solving, with some role-playing game elements. The series takes place in the fictional land of Nosgoth—a gothic fantasy setting—and revolves around Kain's quest to defy his fate and restore balance to the world. '' Legacy of Kain: Soul Reaver'' introduced another antihero protagoni ...
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Soul Reaver
''Legacy of Kain: Soul Reaver'' is an action-adventure video game developed by Crystal Dynamics and published by Eidos Interactive. It was released for the PlayStation and Microsoft Windows in 1999 and for the Dreamcast in 2000. As the second game in the ''Legacy of Kain'' series, ''Soul Reaver'' is the sequel to '' Blood Omen: Legacy of Kain''. ''Soul Reaver'' was followed by three games, one of which, ''Soul Reaver 2'', is a direct sequel. Taking place 1500 years after the events of ''Blood Omen'', ''Soul Reaver'' chronicles the journey of the vampire-turned- wraith Raziel, lieutenant to the vampire lord Kain. Raziel is killed by Kain, but is revived by The Elder God to become his "soul reaver" and to exact revenge. Raziel shares this title with Kain's sword, the Soul Reaver, which he acquires during the game. Crystal Dynamics began development of the game in 1997, but a deteriorating relationship with Silicon Knights, who had developed ''Blood Omen'', created legal problems. ...
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Action-adventure Game
The action-adventure genre is a video game hybrid genre that combines core elements from both the action game and adventure game genres. Typically, pure adventure games have situational problems for the player to solve to complete a storyline, involving very little to no action. If there is action, it is generally confined to isolated instances. Pure action games have gameplay based on real-time interactions that challenges the player's reflexes and eye–hand coordination. Action-adventure games combine these genres by engaging both reflexes and eye–hand coordination and problem-solving skills. Definition An action adventure game can be defined as a game with a mix of elements from an action game and an adventure game, especially crucial elements like puzzles. Action-adventures require many of the same physical skills as action games, but also offer a storyline, numerous characters, an inventory system, dialogue, and other features of adventure games. They are fast ...
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Protagonist
A protagonist () is the main character of a story. The protagonist makes key decisions that affect the plot, primarily influencing the story and propelling it forward, and is often the character who faces the most significant obstacles. If a story contains a subplot, or is a narrative made up of several stories, then each subplot may have its own protagonist. The protagonist is the character whose fate is most closely followed by the reader or audience, and who is opposed by the antagonist. The antagonist provides obstacles and complications and creates conflicts that test the protagonist, revealing the strengths and weaknesses of the protagonist's character, and having the protagonist develop as a result. Etymology The term ''protagonist'' comes , combined of (, 'first') and (, 'actor, competitor'), which stems from (, 'contest') via (, 'I contend for a prize'). Ancient Greece The earliest known examples of a protagonist are found in Ancient Greece. At first, dramatic pe ...
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Destiny
Destiny, sometimes referred to as fate (from Latin ''fatum'' "decree, prediction, destiny, fate"), is a predetermined course of events. It may be conceived as a predetermined future, whether in general or of an individual. Fate Although often used interchangeably, the words ''fate'' and ''destiny'' have distinct connotations. *Traditional usage defines fate as a power or agency that predetermines and orders the course of events. Fate defines events as ordered or "inevitable" and unavoidable. This is a concept based on the belief that there is a fixed natural order to the universe, and in some conceptions, the cosmos. Classical and European mythology feature personified "fate spinners," known as the Moirai in Greek mythology, the Parcae in Roman mythology, and the Norns in Norse mythology. They determine the events of the world through the mystic spinning of threads that represent individual human fates. Fate is often conceived as being divinely inspired. *Fate is about the ...
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Fantasy
Fantasy is a genre of speculative fiction involving Magic (supernatural), magical elements, typically set in a fictional universe and sometimes inspired by mythology and folklore. Its roots are in oral traditions, which then became fantasy literature and drama. From the twentieth century, it has expanded further into various media, including film, television, graphic novels, manga, animations and video games. Fantasy is distinguished from the genres of science fiction and horror fiction, horror by the respective absence of scientific or macabre themes, although these genres overlap. In popular culture, the fantasy genre predominantly features settings that emulate Earth, but with a sense of otherness. In its broadest sense, however, fantasy consists of works by many writers, artists, filmmakers, and musicians from ancient mythology, myths and legends to many recent and popular works. Traits Most fantasy uses magic (paranormal), magic or other supernatural elements as a ma ...
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Gothic Fiction
Gothic fiction, sometimes called Gothic horror in the 20th century, is a loose literary aesthetic of fear and haunting. The name is a reference to Gothic architecture of the European Middle Ages, which was characteristic of the settings of early Gothic novels. The first work to call itself Gothic was Horace Walpole's 1764 novel ''The Castle of Otranto'', later subtitled "A Gothic Story". Subsequent 18th century contributors included Clara Reeve, Ann Radcliffe, William Beckford (novelist), William Thomas Beckford, and Matthew Gregory Lewis, Matthew Lewis. The Gothic influence continued into the early 19th century, works by the Romantic poetry, Romantic poets, and novelists such as Mary Shelley, Charles Maturin, Walter Scott and E. T. A. Hoffmann frequently drew upon gothic motifs in their works. The early Victorian literature, Victorian period continued the use of gothic, in novels by Charles Dickens and the Brontë family, Brontë sisters, as well as works by the American ...
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