Clive Barker's Hellraiser: Revival Review

With Clive Barker’s Hellraiser: Revival, Saber Interactive Finally Gives the Franchise the Game It Deserves

In recent years, horror villains in video games have largely been relegated to a menagerie of selectable characters or their own asymmetric multiplayer games. Clive Barker’s Hellraiser: Revival violently bucks that trend; it’s a bloody good single-player experience worthy of the “Hellraiser” IP that started back in the late 1980s, proving that ‘better late than never’ works. As a massive horror fan who has covered the genre’s history in docs like “In Search of Darkness“, I can say this is an iconic franchise, but maybe isn’t immediately recognizable or familiar. Clive Barker’s Hellraiser: Revival is an unapologetically adult game, an acquired taste designed specifically to fright and delight hardcore fans. As Pinhead invites his future victims: “The box. You opened it. We came. Now you must come with us, taste our pleasures.”

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Editor's Note:Please be aware that this game features explicit adult themes, sexual content, and nudity. While we have kept the included screenshots safe for work, the review below discusses these mature themes in detail. Reader discretion is advised.

The game opens with a couple engaged in a very passionate and intimate moment. At a point of heightened sensation, the woman pulls out a golden cube and begins to scratch her man, and he does the same to her. This inadvertently opens the box, releasing electricity and unexpected horrors. The boyfriend and protagonist Aiden then witnesses his girlfriend Sunny get taken by pale white figures in leather. With no other recourse, Aiden pursues and literally gets taken to hell. What follows is not for the faint of heart: there’s tons of gore and nudity throughout the game, including gratuitous views of boobs and dongs (Hell yes to equal opportunity nudity!). As a matter of fact, you’ll be completely nude for the entire prologue until you’re able to find some clothes to put on. Now, if you aren’t familiar with the movies, you’ll be fine playing this, but knowing the films enriches the many references, Easter eggs, and quotes. You’ll come to know the pale white figures as cenobites, extra-dimensional demonic beings that serve pleasure and pain. Doug Bradley reprises his role as the lead cenobite, Pinhead, and while he’s used sparingly, he makes the most of every scene he’s in.

I played the game on the Normal difficulty, which is the second of four difficulties: Easy, Normal, Hard, and Hellraiser. The difficulty options revolve mostly around how often you can save and the overall lethality of combat. It took me about 10 hours to see the credits. Overall, I really enjoyed the pacing of the game, but at times it did feel artificially elongated. You’ll often be tasked with a thing to do, and once you do it, that won’t be enough, only to find you must complete yet another gruesome task to progress. This also happens with bosses, as you’ll encounter a boss only for it to flee, forcing you to survive a gauntlet of puzzles and combat arenas before the actual showdown. Yes, the game edges you every chance it gets, but at least there’s a payoff.

The game can be broken down into two types of gameplay: combat and/or stealth and then exploration and/or exposition. This kind of structure is somewhat filmic. The city of Clairport serves as your combat and stealth arena against deranged cult members, while The Labyrinth (essentially Hell) traps you in otherworldly puzzles and hazards. This is a first-person action horror survival game that balances making you feel both utterly powerless and dangerously capable. The stealth system is rather basic in design, giving you an icon to know when you’re hidden or not. You can take down enemies for quiet kills, provided they are not in sight of other enemies. You can also throw things like stones and glass bottles to distract others and get them turned around. You do spend a lot of time crouched, sneaking around because you’re never really sure if you should be in stealth or not. But there were lots of times where I could clear whole rooms silently just by doing takedowns. One thing that irked me was the inability to close doors once opened. It doesn’t actually impact gameplay, but it meant I never felt truly safe – though maybe that’s exactly the point.

In the beginning of the game, you only have a flimsy knife with which to defend yourself. The game introduces different types of melee weapons, between bladed and blunt and the types of damage they do. Blunt weapons will break the armor off of enemies, and bladed weapons will do damage to flesh. At points, it felt like Condemned: Criminal Origins-style combat, complete with the head-bashing satisfaction and weapon durability. This durability can be repaired with kits you find or make, but you always should seek out backups. If you run out of extra weapons, your default unbreakable yet weaker knife takes its place. Several hours in you’ll amass a small arsenal with expected weapons like a pistol, shotgun, revolver, and SMG. The combat is really satisfying, as location-based melee is represented physically and a headshot from a pistol is a one-hit kill.

…there’s tons of gore and nudity throughout the game, including gratuitous views of boobs and dongs (Hell yes to equal opportunity nudity!)

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When you’re transported to The Labyrinth, this is where you’ll complete Resident Evil-style puzzles like forming shapes out of items, reading notes to find clues to open safes, finding ornate items that combine or fit into certain slots. There’s nothing obtuse, and I never got stuck for too long, but they do a good job of maintaining momentum and making you feel smart. Sometimes Pinhead shows up, and walks you around, giving you bits of lore. Other times, you’ll have to complete highly nerve-wracking chase sequences. This is where you learn the game has a quick turn button, which becomes immediately useful as you get pursued by a Chatterer. In the movies, the Chatterers are unsettling to observe, but here they raise the hair on the back of your neck as hearing their teeth clack and footsteps clomp right behind you is truly terrifying. All along the way you’ll have to dodge obstacles, be rerouted due to the Chatterer teleporting, or doors violently slamming shut just before you reach them. Perhaps the coolest thing that happened later in the game was being chased by a Chatterer while needing to solve a puzzle simultaneously was a uniquely tense sequence that nearly had me sweating.

The aforementioned gold box is known as the Genesis Configuration, or a puzzle box. It does many things, but it gives you many powers with which to dispatch your enemies. The first power you get with it is telekinesis; you’ll use it to move objects and avoid traps. There are a great many death machines, rotating tunnels, and collapsing stairwells to keep you in flight mode. The puzzle box also has offensive capabilities, where suddenly it’s like the Ravenholm level of Half-Life 2 and you’ll be pulling sawblades, a pack of nails, and other items to you in order to carve up the unworthy enemies that try to overwhelm you. Once an enemy is battered enough, the puzzle box can be used to banish them, a brutal execution on stunned foes that allows you to recover health. Other upgrades to the puzzle box let you take flame from burning sconces and use them to set the unworthy ablaze. There’s an ultimate ability that’s positively electric, and fun to use every time you can. The puzzle box is one for the ages.

…suddenly it’s like the Ravenholm level of Half-Life 2 and you’ll be pulling sawblades, a pack of nails, and other items to you in order to carve up the unworthy enemies that try to overwhelm you.

The game uses an Alien: Isolation save file system, where it’ll take a couple of seconds of animation to insert your arm into what I can only describe as a “hell hole,” which apparently feels good, according to Aiden’s dialogue the first time you use it. You will have to manage your inventory in and out of combat, and at save stations is where you’ll be able to transfer items from your body to a stash. As you progress, you’ll expand your personal inventory space, but you’ll often need to store items elsewhere for later, such as items to sell to a vendor. There’s a total of twelve blueprints to craft, and provided you’ve collected enough materials, you can craft on the fly, creating items such as lockpicks, bandages, ammo, and even repair kits.

The game’s locales are many, from the lively and hyper-sexual clubs to a lonely park within Clairport. Contrasting that is the gothic and cold Labyrinth, full of brutalist architecture and living structures. The game uses these places in tune with the licensed music at key moments for building up to perfect, spine-tingling crescendos.

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…being chased by a Chatterer while needing to solve a puzzle simultaneously was a uniquely tense sequence that nearly had me sweating.

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As is becoming the norm, Unreal Engine 5 powers Clive Barker’s Hellraiser: Revival. It has one of the fastest shader compilation screens I’ve ever seen, finishing in just five seconds. It’s also really well optimized; I was able to get an average of 115fps with everything set to “Epic” (highest), DLSS using DLAA (native resolution), and Frame Generation. During my time playing the game, I didn’t have any issues with frametime or framerate drops, it was buttery smooth the entire time, no matter what was happening on-screen (there can be a lot!).

Scott's PC Specs:

◆Linux 7.2.9-1-cachyos
◆Intel Core i9 13900K @ 5.8GHz
◆ASUS ROG RYUJIN II 360 ARGB AIO Liquid CPU Cooler
◆G.SKILL TRIDENT Z5 6000MHZ 64GB (32×2) DDR5 RAM
◆ASUS ROG Strix GeForce RTX 4080 16GB GDDR6X
◆WD_BLACK SN850X M.2 (8 TB)
◆LG UltraGear 34GP950B-G (21:9 Ultrawide @ 3440×1440)

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“Hellraiser” finally gets a video game worthy of its name and does not disappoint, as Saber Interactive understands the source material. It borrows ideas and themes from many modern survival horror games and brings them together in clever and exciting ways. It’s never overly complex; you’re always moving forward and ensuring you’re never stuck for long before facing whatever fresh hell waits around the corner. Clive Barker’s Hellraiser: Revival is a game for fans, but accessible enough to drag new victims into the fold. Games this sadistic don’t come around often, but when it does, it’s truly special. As Pinhead warns: “Dreams Are Fleeting. Only Nightmares Last Forever!” – and Clive Barker’s Hellraiser: Revival is wonderfully depraved enough to stand the test of time.

Review Summary

With Clive Barker’s Hellraiser: Revival, Saber Interactive Finally Gives the Franchise the Game It Deserves Review
4
Awesome
A Steam code was provided in advance by the publisher for review purposes.
Clive Barker's Hellraiser: Revival is a bloody, uncompromising single-player survival horror game. Saber blends combat, clever puzzles, and sadistic terror to finally do the Hellraiser IP justice on the first outing
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