There are plenty of games that don’t get enough credit, despite having a major influence on the gaming landscape in one way or another. One such series that truly deserves a comeback (and appears to finally be getting one) is the Legacy of Kain series. From 1996 to 2003, we saw a slew of excellent story-driven titles spanning the Soul Reaver and Blood Omen games, finally wrapping up with Defiance.

Soul Reaver 1 and 2 received remasters last year, and now it’s Defiance’s turn, arguably a title that once again excelled in storytelling, but carried many flaws.

So, can this remaster do the final chapter of this beloved cult classic series justice?

YOU ARE WORTHY!

We’re living in a glorious age where classic games are given a second chance, and in most cases, those chances are well deserved. Seeing both Soul Reaver games arrive on modern hardware last year brought joy to me and many fans of the series, especially after years of dashed hopes involving lost sequels, cancelled reboots, and other adaptations lost to the winds of time.

But we all had the same question… or rather, the lack of one: “So… are they remastering Defiance?”

And there’s a good reason for that. I remember picking the game up for my PS2 on release, and the story was fantastic. The gameplay was simple and perhaps even a little archaic for the time, especially when compared to the world-shifting of Soul Reaver or the vampire mechanics of Blood Omen.

Defiance was a game that went through numerous revisions, cut content, and a very tight development cycle, and it truly shows.

That’s why I’m delighted we finally have a remaster that showcases some of that cut material, giving players a glimpse into what could have been, alongside a wealth of extra content to feast on. Those original flaws remain, along with a couple of new missteps, but this is still a solid remaster of a tragically ill-fated game. And it certainly contains some wonderful moments featuring our tortured soul eater, Raziel.

As a final chapter in the Kain and Raziel saga, it’s a wild ride that encapsulates a thousand years of history, bloodshed, and something close to what might happen if Shakespeare took LSD and became deeply invested in vampires.

Players take control of both sides of the same coin. Kain and Raziel are trapped across different timelines and realities, each working toward the same goal: confronting and ultimately destroying the Elder God who has manipulated events and pitted the vampiric duo against one another.

From there, the story spirals into a whirlwind of time travel, intertwining plot threads, and characters entering and leaving the narrative at dizzying speed. At times, it reminded me of David Lynch’s Dune, where you can sense that there are two, perhaps even three, games’ worth of story packed into a single experience.

And if you’re familiar with the series, particularly Soul Reaver, you’ll know that this very much is the case.

Seeing the cut content and behind-the-scenes lore was one of the highlights for me personally. There’s a wealth of development material included, very much in keeping with the extras found in Soul Reaver 2, which originally featured a lot of behind-the-scenes content, particularly with the voice actors.

Regardless, the story still shines thanks to the haunting landscapes of Nosgoth, the blood-soaked lore, and the interwoven timelines. Of course, a huge part of that success comes from the gravitas-filled performances of Simon Templeman, Michael Bell, and Tony Jay, three of the most prolific and outstanding voice talents of the 1990s and early 2000s.

Together with the rest of the cast, they bring enormous personality, charm, and weight to a narrative that was already incredibly ambitious. Even if the paradoxes and time shifts can feel a little disorienting, and the sheer scale of the story sometimes feels tightly packed into a single game, I still believe the Legacy of Kain series, and Defiance in particular, outmatches much of the modern gaming landscape when it comes to writing.

Honestly, many modern classics could take a few notes from it.

And if you’re curious, I highly recommend diving into the behind-the-scenes content for more context.

It’s a hoot.

From the shards of tattered dreams I rose, unwilling

Now, you may recall I mentioned flaws. And yes, Defiance is quite a flawed game… perhaps even more so than I remembered. The game is split across two campaigns, with players controlling Kain and Raziel at set intervals. Each character explores their own domains, uncovering secrets, gaining upgrades, and fighting through waves of enemies.

Compared to Soul Reaver and Blood Omen, it’s clear the developers intended Defiance to be the most action-focused entry in the series. Soul Reaver leaned heavily into exploration and environmental puzzles, with smaller but more dynamic combat encounters. Blood Omen was more about brutal brawling and vampire scheming in the shadows.

Defiance, on the other hand, is largely an all-out brawler. When it works, it works well.

There are some genuinely great moments here, particularly during Raziel’s sections, which feature intense action sequences and satisfying combat encounters. But the gameplay undeniably feels old-fashioned, with numerous combat arenas where enemies with minimal intelligence swarm the player.

Kain’s sections in particular can become tedious by the third act, as enemy variety and arena design start to blur together.

Where Soul Reaver 2 compensated for simpler combat through clever level design and pacing, Defiance leans far more heavily on straightforward fighting. There’s still a lot to enjoy. The game offers exploration, secrets to uncover, a few neat puzzles, and plenty of combat, but much of that combat boils down to button-mashing, occasional spells, and flashy finishing moves.

It’s no God of War, that’s for sure.

While many players point to “old-fashioned design” as the core issue, I think the problem is slightly more complicated.

Yes, the game is over twenty years old, but even back then, there were titles experimenting with deeper level design and gameplay pacing. Both Soul Reaver games excelled in exploration and complex environments. Defiance simplifies much of that. Levels are more linear, backtracking is minimal, and off-path exploration is limited compared to earlier entries. It works, but longtime fans were understandably disappointed and it’s easy to see why Defiance isn’t always held in the same regard as the rest of the series.

That said, there’s still plenty of fun to be had.

Raziel’s sections are easily the standout moments, featuring the best level design, secrets, and boss encounters. Kain’s segments aren’t quite as strong, but he still delivers some memorable moments, particularly through his sheer brutality and spectacular finishing moves.

As for the remaster itself, there are a few notable improvements.

The most significant addition is a free-moving camera, which is an absolute godsend, especially during the more chaotic combat encounters. Visually, the game benefits from upscaled textures and improved models, which generally look great. However, I did notice that the lighting and atmosphere in certain areas feel less impressive.

This is a common issue with remasters. Cleaning up the visual limitations of older hardware sometimes removes the very tricks that created the game’s mood. Fog, dense shadows, and clever lighting were often used to mask technical constraints. While modern hardware doesn’t require those tricks anymore, removing them can unintentionally strip away some of the atmosphere.

It would be like removing the fog from Silent Hill. Sure, the fog originally existed for rendering reasons on the PS1, but it also became a defining part of the game’s identity. Defiance’s remaster occasionally loses a bit of that rich gothic atmosphere. While everything looks sharper and cleaner, and the character models are undeniably handsome, some areas feel slightly less moody than they did back in 2003.

A Cut Above the Rest

Finally, the cut content.... It’s fantastic.

Seeing restored levels and unused material is a real treat, and the inclusion of a demo for the cancelled sequel The Dark Prophecy, is particularly fascinating. I loved exploring it, though it did leave me feeling a little sad about what might have been.

Ultimately, this is what makes remasters like this worthwhile.

Yes, preserving a classic game with modern visuals is important, but seeing what was cut, what was planned, and what never came to be is just as valuable. Game development is a strange beast. Like film production, there’s always a cutting-room floor. Much like the remaster of Tomb Raider: The Angel of Darkness, these extras give us glimpses of lost ideas and alternate directions the series could have taken.

While some of the original visual mood is lost in the upscaling process, I still appreciate the remaster’s polished presentation overall.

Overall?

As a longtime Legacy of Kain fan, it’s been wonderful to see this incredible series return. One of my favourite things about the modern gaming landscape is the chance to revisit beloved classics like this, revived with care and presented with a few much-needed quality-of-life improvements.

Yes, the gameplay is dated, and some of the visual upgrades slightly dull the original Gothic charm. But even with those flaws, this remains the definitive way to experience Defiance today, and an easy recommendation for any Soul Reaver or Legacy of Kain fan.

It’s a fantastic way to revisit the final chapter of this saga, and a fascinating look at what might have been. Let’s hope it’s also a promising sign of things to come for Kain, Raziel, and the legacy they left behind.

++ Exceptional story, writing, and voice talent
++ Fantastic to see restored content, and lost content such as the demo
+ Great remaster presentation - with some minor setbacks
- The game has some dated design concepts and tedium
- Some charm is lost in the remastering

A review code for Legacy of Kain: Defiance was kindly provided by the publisher

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