Home > Blood Omen > Open-World Design
According to Amy Hennig, Blood Omen was originally designed as a mostly non-linear game, in which the player could choose to fight the Pillar guardians in any order. Consequently, most of the world map would have been at least technically accessible from the beginning of the game. When the design was reworked into a more linear story, numerous changes had to be made to keep the player on track.
Remnants of the open-world design are especially noticeable in the build of the game from 12 July, 1996: