Uploaded April 2017 | Updated September 2026, 1 week ago
Welcome to our ultimate Let's Play of Legacy of Kain: Soul Reaver for PC! My friend Rob joins me as we explore this awesome adventure for all it's worth, whilst providing our trademark commentary.
In Part 2, we explore the Necropolis and meet more degenerate relatives of ours; and much more.
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.
The player controls Raziel, a disfigured and ghostly vampire. The game is normally shown from a third-person perspective behind Raziel, but players can rotate the viewpoint around him. Gameplay relies largely on shifting between the material and spectral planes of existence to progress through areas. Although interaction with objects is limited in the spectral realm, this can be advantageous, because Raziel can phase through otherwise impassable gates there, and water is insubstantial, allowing him to walk on lakebeds; however, blocks, doors, and switches can be manipulated only in the physical realm. Many puzzles are based on the differences between the two realms; for example, platforms and environment features in one realm may change form to open new paths in the other. Block puzzles are also common and require the rotation, flipping, and moving of large blocks to progress, often with a time limit and while avoiding enemies.
Combat in Soul Reaver is a hack and slash system, involving the use of combinations of various different attacks before a finishing move. Raziel's enemies are grouped into humans, spectral creatures, and most commonly, vampires.
At first, Raziel can jump, glide using his torn wings, move blocks, and pick up and throw objects and enemies. Initially unarmed, he fights using his claws, but can alternatively use weapons such as rocks, torches, spears and staffs, and the Soul Reaver. Raziel can freely shift to the spectral realm, but can return to the material realm only through special portals when at full health. Raziel automatically shifts to the spectral realm if he runs out of health. As the game progresses, Raziel gains the powers of his clan brothers after defeating them and becomes able to phase through gates in the spectral realm and climb walls in the material realm. Initially vulnerable to water, he overcomes this weakness and learns to swim. He also gains the ability to constrict objects and enemies with a band of energy, although this feature was one of the few abilities not to feature in future games. Players can find an ancient relic that gives Raziel the power to fire bolts of telekinetic energy, which cause little damage by themselves but can knock enemies into hazards and push objects from a distance. Baptism in holy flame can transform the Soul Reaver into the Fire Reaver, which can set enemies aflame and adds fire to Raziel's telekinetic bolts. Players can also find magical glyphs that allow Raziel to expend magical energy to attack groups of enemies simultaneously. These glyphs typically involve vampire weaknesses such as sunlight, fire, water, or sound, as well as additions such as telekinetic force (available well before the normal telekinesis becomes available) and the causing of earthquakes to temporarily stun enemies. Glyphs are acquired through finding glyph altars, specific locations in Nosgoth where the skills can be learned, and solving a puzzle before being granted the magical ability. However, Raziel begins the game with access to the 'Shift' glyph, granting the ability to shift between the material and spectral planes, with no glyph altar necessary.
Johnny Natrium Plays Soul Reaver (PC) | PART 2 - "I miss u Raz"
FAQ Walkthrough Gameplay Guide 100% easter egg comparison ultra graphics
Welcome to our ultimate Let's Play of Legacy of Kain: Soul Reaver for PC! My friend Rob joins me as we explore this awesome adventure for all it's worth, whilst providing our trademark commentary.
In Part 2, we explore the Necropolis and meet more degenerate relatives of ours; and much more.
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.
The player controls Raziel, a disfigured and ghostly vampire. The game is normally shown from a third-person perspective behind Raziel, but players can rotate the viewpoint around him. Gameplay relies largely on shifting between the material and spectral planes of existence to progress through areas. Although interaction with objects is limited in the spectral realm, this can be advantageous, because Raziel can phase through otherwise impassable gates there, and water is insubstantial, allowing him to walk on lakebeds; however, blocks, doors, and switches can be manipulated only in the physical realm. Many puzzles are based on the differences between the two realms; for example, platforms and environment features in one realm may change form to open new paths in the other. Block puzzles are also common and require the rotation, flipping, and moving of large blocks to progress, often with a time limit and while avoiding enemies.
Combat in Soul Reaver is a hack and slash system, involving the use of combinations of various different attacks before a finishing move. Raziel's enemies are grouped into humans, spectral creatures, and most commonly, vampires.
At first, Raziel can jump, glide using his torn wings, move blocks, and pick up and throw objects and enemies. Initially unarmed, he fights using his claws, but can alternatively use weapons such as rocks, torches, spears and staffs, and the Soul Reaver. Raziel can freely shift to the spectral realm, but can return to the material realm only through special portals when at full health. Raziel automatically shifts to the spectral realm if he runs out of health. As the game progresses, Raziel gains the powers of his clan brothers after defeating them and becomes able to phase through gates in the spectral realm and climb walls in the material realm. Initially vulnerable to water, he overcomes this weakness and learns to swim. He also gains the ability to constrict objects and enemies with a band of energy, although this feature was one of the few abilities not to feature in future games. Players can find an ancient relic that gives Raziel the power to fire bolts of telekinetic energy, which cause little damage by themselves but can knock enemies into hazards and push objects from a distance. Baptism in holy flame can transform the Soul Reaver into the Fire Reaver, which can set enemies aflame and adds fire to Raziel's telekinetic bolts. Players can also find magical glyphs that allow Raziel to expend magical energy to attack groups of enemies simultaneously. These glyphs typically involve vampire weaknesses such as sunlight, fire, water, or sound, as well as additions such as telekinetic force (available well before the normal telekinesis becomes available) and the causing of earthquakes to temporarily stun enemies. Glyphs are acquired through finding glyph altars, specific locations in Nosgoth where the skills can be learned, and solving a puzzle before being granted the magical ability. However, Raziel begins the game with access to the 'Shift' glyph, granting the ability to shift between the material and spectral planes, with no glyph altar necessary.
Johnny Natrium Plays Soul Reaver (PC) | PART 2 - "I miss u Raz"
FAQ Walkthrough Gameplay Guide 100% easter egg comparison ultra graphics


![Tomb Raider II -| PART 5 - Opera House 1/2 [ Lets Play / Walkthrough ]
Welcome (back) to this fabulous Tomb Raider 2 Lets Play from myself and my friends!
In PART 5 we play through half of the Opera House, whilst providing some EXCITING commentary !!@#$ as we blast through some classic action and exploration. Lovely.
This level features CrystalFissure as the co-commentator, instead of Angus.
Tomb Raider II is an action-adventure video game in the Tomb Raider series and is the sequel to the 1996 video game Tomb Raider. Developed by Core Design and published by Eidos Interactive, the game was originally released for Microsoft Windows and PlayStation in 1997 and Mac OS in 1998.
The game sold over 8 million copies worldwide as of 2003, making it one of the best-selling games released up to that point.
The gameplay of Tomb Raider II builds upon the basic set up of the original game. For a detailed discussion of its features, see the gameplay section of Tomb Raider. Innovations in Tomb Raider II include, new weapons, extra moves, a small set of vehicles, larger levels, many more enemies, mostly human enemies and dynamic lighting (in the original gun fire did not briefly light up the immediate area and flares did not exist). As well as these new features, the player may now save wherever and whenever they choose, save for a few special locations, as opposed to its predecessors crystal saving feature.
In terms of movement, Lara can now climb ladders and perform a mid-air roll used to land in the opposite direction of which the player was facing. The range of weapons has been expanded to include a harpoon gun (though more correctly termed a speargun), a grenade launcher, an M16 rifle, which requires Lara to assume an aiming stance to fire, and automatic pistols, which replace the magnums from Tomb Raider. The item inventory now includes pyrotechnic flares, which are used to light up dark corners and take advantage of the improved lighting system implemented by the developers. The two vehicles in the game are a motorboat (in Venice) and a Snowmobile (in Tibet). Both are used to travel long distances across the map and can speed up on ramps or run over enemies.
The object of the game remains unchanged from the previous game: each level must be finished by solving various puzzles, collecting key items, and performing difficult jumps. However, this time there is an emphasis on gun fights and the killing of human opponents as well. Secrets no longer immediately reward the player with weapons or medipacks. Instead, each secret is marked by a coloured dragon ornament: silver (or stone), jade, and gold, according to the difficulty of their location. Only when Lara collects the last of all three dragons in a level will she receive a bonus, which usually consists of medipacks and ammunition, and infrequently a new weapon.
Tomb Raider II also offered the player an expanded version of Croft Manor, Laras mansion. Designed as a gameplay tutorial, players can wander through the massive building, most notably her personal gymnasium with a variety of platforms, objects, and traps set up for Lara to maneuver through. This let players acclimate themselves to the games controls and Laras large arsenal of moves at their own pace in a relaxed, controlled environment. As a bit of comic relief, Laras old butler slowly follows Lara around the house, with the sound of rattling tea cups on his tray accompanying him (and by proxy, the player) along the way. If Lara bumps him, he grunts or groans and will even occasionally break wind. Versions of Laras mansion would return in Tomb Raider III and then later in Tomb Raider: Legend.
Walkthrough / Playthrough / FAQ / Commentary / Johnny Natrium Tomb Raider II -| PART 5 - Opera House 1/2 [ Lets Play / Walkthrough ]](https://i.ytimg.com/vi/iSdWk1kV_ss/mqdefault.jpg)

![Co-op Dead Island | PART 11 - Gettin Steamy In The Boiler Room
Welcome to our co-op playthrough of the classic Dead Island game (GOTY edition)! We made sure to grab the best version of this game for some morbid adventuring as a sadistic black couple.
In Part 11 we do more sh!t that I swear is ultra cool but which I cant be arsed to type out.
Dead Island is a 2011 open world survival horror action role-playing video game developed by Polish developer Techland and published by German studio Deep Silver[4] for Microsoft Windows, Linux, OS X, PlayStation 3, and Xbox 360. Centered on the challenge of surviving a zombie-infested open world with a major emphasis on melee combat and crafting, the plot focuses on four playable survivors trying to survive and escaping off the fictional island of Banoi.
Dead Island features an apparent open world roaming, divided by relatively large areas, and played from a first-person perspective. Most of the gameplay is built around combat (mainly melee weapons) and completing quests. Dead Island is an action role-playing game and uses experience-based gameplay. The player earns XP by completing tasks and killing enemies. Upon leveling up, the player gains health and stamina, and can invest one skill point into a skill tree and level up one of their skills.
Combat is carried out through either physical attacks or through the use of melee weapons and firearms. Melee weapons are emphasized[6] to the point that firearms are not available for the first quarter of the game, and consist of blunt and bladed weapons. Melee weapons can also be thrown at targets at any point in the game. Weapons are randomly generated and positioned in predetermined locations as well as found on some enemies; they have unique stats which are generally based on the players current level. Each weapon can be upgraded three times to increase its stats, and most weapons can be modded - customized based on a blueprint to add special features, such as nails or electrified blades, and poison.[6] These weapons will wear out from constant usage and require repairs and careful use.
There is also a stamina bar, meaning that after a set amount of physical action, such as running, jumping, or swinging a weapon, the character needs to stop to regain his or her stamina. Fighting with a high level zombie will result in the player often running out of stamina and potentially being killed. The game features special class zombies, which are more powerful than the standard zombie.[7] Players need to use flashlights in dark areas and during night-time sections, adding suspense.[8]
Zombies in the game have different abilities, such as the Walkers being Romero style zombies and the Infected being 28 Days Later style running zombies. There are also other special zombies in the style of Left 4 Dead.
Co-op Dead Island | PART 11 -Gettin Steamy In The Boiler Room
Walkthrough Gameplay Guide 100% easter egg comparison ultra graphics FAQ Co-op Dead Island | PART 11 - Gettin Steamy In The Boiler Room](https://i.ytimg.com/vi/iietAEi_QSY/mqdefault.jpg)

![Co-op Dead Island | PART 2 - Trading Tribes
Welcome to our co-op playthrough of the classic Dead Island game (GOTY edition)! We made sure to grab the best version of this game for some morbid adventuring as a sadistic black couple.
In Part 2 we do more shit that I swear is ultra cool but which I cant be arsed to type out.
Dead Island is a 2011 open world survival horror action role-playing video game developed by Polish developer Techland and published by German studio Deep Silver[4] for Microsoft Windows, Linux, OS X, PlayStation 3, and Xbox 360. Centered on the challenge of surviving a zombie-infested open world with a major emphasis on melee combat and crafting, the plot focuses on four playable survivors trying to survive and escaping off the fictional island of Banoi.
Dead Island features an apparent open world roaming, divided by relatively large areas, and played from a first-person perspective. Most of the gameplay is built around combat (mainly melee weapons) and completing quests. Dead Island is an action role-playing game and uses experience-based gameplay. The player earns XP by completing tasks and killing enemies. Upon leveling up, the player gains health and stamina, and can invest one skill point into a skill tree and level up one of their skills.
Combat is carried out through either physical attacks or through the use of melee weapons and firearms. Melee weapons are emphasized[6] to the point that firearms are not available for the first quarter of the game, and consist of blunt and bladed weapons. Melee weapons can also be thrown at targets at any point in the game. Weapons are randomly generated and positioned in predetermined locations as well as found on some enemies; they have unique stats which are generally based on the players current level. Each weapon can be upgraded three times to increase its stats, and most weapons can be modded - customized based on a blueprint to add special features, such as nails or electrified blades, and poison.[6] These weapons will wear out from constant usage and require repairs and careful use.
There is also a stamina bar, meaning that after a set amount of physical action, such as running, jumping, or swinging a weapon, the character needs to stop to regain his or her stamina. Fighting with a high level zombie will result in the player often running out of stamina and potentially being killed. The game features special class zombies, which are more powerful than the standard zombie.[7] Players need to use flashlights in dark areas and during night-time sections, adding suspense.[8]
Zombies in the game have different abilities, such as the Walkers being Romero style zombies and the Infected being 28 Days Later style running zombies. There are also other special zombies in the style of Left 4 Dead.
Co-op Dead Island | PART 2 - Trading Tribes
Walkthrough Gameplay Guide 100% easter egg comparison ultra graphics FAQ Co-op Dead Island | PART 2 - Trading Tribes](https://i.ytimg.com/vi/jpDU_1dAbx0/mqdefault.jpg)
![Lets Play Harry Potter and The Chamber of Secrets [PC] | PART 8 - N. Headless Nick gets Dateraped
NEW HARRY POTTER PART OMG!!:0
Welcome to our Lets Play of Harry Potter and the Chamber of Secrets for PC! One of my most trusty commentating companions, Crystalfissure, joins me this time on this quest of gaming goodness.
In part 8 we get some of that boomslang skin. Of course we also have a ball and provide some commentary for ye.
Harry Potter and the Chamber of Secrets is a 2002 action-adventure game published by Electronic Arts and developed by both EAs internal development team and Eurocom for the PlayStation 2, Xbox, GameCube and Game Boy Advance systems. It was simultaneously co-developed by Amaze Entertainment for Windows, Mac and the Game Boy Color systems. An original version was also created for the PlayStation by Argonaut Games. This was also the last game released for the Game Boy Color in North America and the last Harry Potter game to be released on PlayStation.
The games core gameplay is simple. Taking control of Harry, the player explores Hogwarts castle and grounds. Throughout the course of the game, the player will encounter events that tie into the storyline of the second book.
Filling the gaps between these events are various classes, where the player will learn how to fly a broomstick and learn new spells for combating bosses, among other things. Each new spell is accompanied by a challenge, which the player must get through in a certain amount of time to complete that class period. During the later parts of the game, the player will face challenges which are not time-limited and are not related to learning spells. These challenges are all based on events from the book, for example, travelling into the Forbidden Forest and gathering ingredients for a potion Hermione is making.
Flipendo: Knocks back enemies and flips switches.
Lumos: Emits light to see in the dark and find secret panels.
Diffindo: Severs ropes, vines, and tapestries that blocks doors and chests.
Expelliarmus: Repels or disarms your opponents spells.
Skurge: Clears ectoplasm that blocks doors and chests.
Avifors: Transforms statues or rocks into birds.
Incendio: Produces bluebell flames to burn spiderwebs that blocks chests.
Alohomora: Unlocks locked doors and chests.
Fetch Boy, Fetch: Calls Hagrids Dog, Fang. (This was only in the beta, having it on the final game crashes it.)
Harry Potter cant wait to leave the non-magical world behind after a dreadful summer with the Dursleys, who have locked him in his room for a long time, for his second year. But during the summer holidays, he receives a message telling him that mortal danger awaits if he returns to Hogwarts, before being rescued by Ron, Fred and George in their dads flying car.
The PlayStation version of the game is a sequel to the Harry Potter and the Philosophers Stone game and was also developed by Argonaut Games. It retains many elements and graphics from its predessor but with some places in Hogwarts being expanded or moved as well as new mini-games that are played as the storyline progresses. Many old spells learned from the previous game return while new ones are learned by attending the Herbology and Defence Against the Dark Arts classes.
There are also slight differences between the three other console versions of the game. The PlayStation 2 and Xbox versions of the game allow the player to access a broom and enter free-flight mode. While the PlayStation 2 version allows the player to land anywhere they want, in the Xbox and GameCube version the landing zones are limited. In the GameCube version, there is an exclusive feature involving GC-GBA connectivity that allows a secret room to be opened in the GC version when connected with the GBA version of the game.
The PC/Mac version of the game, which was created by a different developer than the console versions, features completely different levels and gameplay from the console cousins. The game features the same graphics and character design as the Philosophers Stone (PC). It also retains all the spells learnt in the previous game and involves the player learning more new spells by attending more classes at Hogwarts.
The Game Boy Color version is a typical role-playing game. However, it lets you play as Harry, Ron, Hermione and Gilderoy Lockhart at various points in the game. The Game Boy Advance version has the fewest spells. It is based on the PS2/XB/GC and Mac versions. It is mostly made up of mini-quests (unlike other versions, except GBC).
Playthrough / Walkthrough / Guide / FAQ / 100% Lets Play Harry Potter and The Chamber of Secrets [PC] | PART 8 - N. Headless Nick gets Dateraped](https://i.ytimg.com/vi/k0alOkxeOKI/mqdefault.jpg)


