If I was a flaked out, buzz word spewing Psychology major, I would say something like this: "When I picked up Soul Reaver 2, I was seeking closure. The ability to end the Soul Reaver portion of my life with some finality." Well, I'm not a Psychology major and the truth is, I just wanted some damn answers to a few questions that the first Soul Reaver left hanging. Well, while SR2 did answer some questions, it posed new ones and, of course, left them open for another sequel. Why do I feel like a little fish on Crystal Dynamic's big hook?
Soul Reaver 2 is almost entirely about story. The volume of plot is somewhere along the line of MGS2, only not near as intriguing. Between the diatribes of King's English that pours forth every time Raziel opens his mouth is gameplay that is reminiscent of the first release. While the puzzles aren't just pushing blocks, they still become repetitive, as does the constant running from area to area looking for the ledge that will access the next level.
The combat system has some improvements, most of which come from the use of the R1button that allows Raziel to target a specific person, thus allowing him to dodge and move around that enemy. If you choose to fight this way, the combat is a vast improvement over the first release. However, leaping over and avoiding combat is easier and, unless you are low on health and need to suck some souls, preferable.
The DVD extras of art, renders and the history of Nosgoth are great bonuses. Unfortunately, the gameplay offers little to attract anyone who wasn't intrigued by the first release and doesn't answer all the questions for those players who were.