and white Nosferatu and a great film for the 80s called Near Dark". Character and level designs were influenced by anime and manga, including Vampire Hunter D and the films of Hayao Miyazaki. The staff aimed to develop gameplay similar to Tomb Raider and used an upgraded version of Gex 3s game engine to generate the three-dimensional game world. According to Lemarchand, they also aimed to combine gameplay with storytelling in a similar manner to The Legend of Zelda: A Link to the Past. Amy Hennig, the game's director, likened the technological advance from Blood Omen to Soul Reaver to the evolution of The Legend of Zelda series from the Super Nintendo to the Nintendo 64—bringing the franchise into 3D while maintaining a similar style. Before Soul Reavers release, the relationship between Silicon Knights and Crystal Dynamics dissolved. Because their research was used, Silicon Knights filed an injunction to stop further promotion of the game. Other delays pushed the release date from October 1998 to August 1999. These delays forced Crystal Dynamics to cut significant game material, including additional powers for Raziel, a third battle with Kain, and an expanded Glyph system which would have given elemental powers to the Soul Reaver. In an interview, series director Amy Hennig stated that the development team split the original, much larger plans in two after realizing that they had "over-designed the game", given the constraints on time and data. This decision explains Soul Reavers cliffhanger ending and the appearance of originally planned material in later games. Despite the split, Hennig explained that the team left unused components - such as extra power-ups and enemies - in Soul Reavers game engine to avoid unforeseen glitches that might have arisen from their removal. Audio Kurt Harland composed most of the music for Soul Reaver; Jim Hedges handled the remaining audio. Harland remarked that, under Amy Hennig's direction, he programmed music to change based on the current gameplay situation - for example, combat or swimming. This variation was accomplished through a custom Musical Instrument Digital Interface (MIDI) driver, which altered music based on signals from the game engine. Each vampire tribe had corresponding music; one tribe of vampires was associated with a slow, thumping theme to convey a sense of working machinery. To further fit the music to the environment, the sound team consulted level designers regarding layout and appearance. Music from both Soul Reaver