Though Raziel initially seeks to exact revenge on Kain, his murderer and former master, this objective is superseded by a higher quest for knowledge and a desire for freedom, as he finds himself manipulated by those he encounters and begins to learn more about his former life as a human.
Its developers felt the final product fell short of their ambitions, but it performed well commercially, and was included on Sony's "Greatest Hits" list.
[5][6] Raziel retains most of the powers he possessed in the previous game, such as the abilities to glide, climb walls, fire bolts of telekinetic energy, and swim.
As the game progresses, the player encounters magical forges which imbue the wraith-blade with elemental powers associated with darkness, light, air, and fire.
[10] By the time of Soul Reaver, 1500 years later, Kain is a despotic emperor, his vampires dominate the land, and Nosgoth hinges on the brink of collapse.
[11] The Elder God, a demiurge-like entity, lurks beneath Nosgoth and controls the cycle of reincarnation; the vampires, whose biological immortality opposes his doctrine, are his enemies.
[16] Kain relies on Raziel's free will in a bid to outsmart Moebius and resolve the dilemma he faced in Blood Omen, ultimately hoping to enable both the restored Pillars and the vampire race to co-exist in the future.
[17] Soul Reaver 2 opens as Raziel emerges from the time slip and is greeted by Moebius, having arrived in an era 30 years prior to the events of Blood Omen.
In Soul Reaver, Raziel discovered that he was once a human and a leading member of the vampire-hunting Sarafan brotherhood, and his epiphanies drive the conflict in the story.
[22] The plot continues by summarizing the first game's ending: Raziel confronts Kain in Nosgoth's wasteland and pursues him through a portal leading to the past.
[26] After he learns that Moebius serves The Elder God, and that he has thus been duped,[27] Raziel faces a decision: indulge his lust for vengeance and submit to fate by killing Kain, or defy his cohorts and exercise his free will by exerting mercy.
[39] While his soul is being drawn into the sword, Kain emerges and tears the Reaver from Raziel's body, saving him in reciprocation and forcing history to reshuffle again.
[41] Amidst Kain's dismay and warning to not revive Janos Audron, Raziel slips back into the spirit realm and realizes that the wraith-blade is still bound to him, and despairingly laments that his destiny has not been changed, but merely postponed.
[43] Prior to the beginning of development, director Amy Hennig emphasized that the role-playing game elements of Blood Omen, stronger dialogue and character interaction, a greater variety of acquirable mechanics, and wider use of the spectral realm should figure into the sequel.
[45] The development team felt that PlayStation 2's capabilities would elevate the game’s graphics and animation, and as a result, worked to port Soul Reaver 2 onto the new hardware over several weeks.
[47][48] Executive producer Andrew Bennett analogized the developers' design sensibilities to the non-linear nature of Nintendo's The Legend of Zelda and Mario franchises, but said it was decided that Soul Reaver 2 would not be a "traditional 'complete a level, fight a boss' type of game".
[21][22][49] A separate team within Crystal Dynamics, with creative autonomy, developed Blood Omen 2, and contradictions created by its scenario hindered work on Soul Reaver 2.
[5][19] While expanding the series' fiction, Hennig sought to take people back to the characters and mythology of the original Blood Omen, and built on its latent themes, including issues of fatalism, ethical dilemma and morality.
[20][21][22] She explained that the project's small programming crew, its switch to the PlayStation 2, and its limited 17 month production schedule had forced the team to "pick their battles", leading numerous features to be simplified or eliminated.
[47] Commenting on the final product, lead designer Richard Lemarchand said that Soul Reaver 2 "fell short of what the team had wanted to accomplish.
Voice actors from both Blood Omen and Soul Reaver reprised their roles, with Michael Bell playing Raziel and Simon Templeman portraying Kain.
[60][1][61] The PlayStation 2 release featured bonus material, including voice casting outtakes, artworks, a soundtrack, trailers, the game's dialogue script, and a compilation of Nosgoth's history.
[6][77] Joe Fielder of GameSpot gave Soul Reaver 2 a score of 8.8 and called it an excellent sequel, again praising the change to elemental puzzles and the combat system, but criticizing the dearth of sidequests and boss fights, and the lack of definite resolution to the storyline.
[68] Star Dingo of GamePro similarly praised its graphics, sound design and voice acting, but condemned missed creative opportunities concerning the potential of the spectral realm and time travel, saying that the game "takes as many steps back as it does forward, and ends up teetering precariously over the brink of being a disappointment".
[69] The review concurred with IGN that the plot and dialogue, though entertaining, sometimes bordered on pretentiousness, and Game Revolution's Duke Ferris repeatedly compared the story to a soap opera.
[6][69][70] Other critics, such as GameZone's Michael Lafferty, were less reserved in their praise of the narrative - The Electric Playground referred to it as "a textbook example to other console developers on how to write videogame prose" - but agreed that its complex and involved backstory could alienate some players.
[72] Journalists also commonly cited Soul Reaver 2's poor lifespan and replayability as an issue; the reviewer for Official U.S. PlayStation Magazine opined that "the problem is that there just isn't much gameplay there" and Fielder warned that play "burns bright, but not as long as you'd like".