[0:01] Let us begin. [0:05] >> I got to play Clive Barker's Hellraiser [0:07] Revival again because this guy played at [0:10] Gamescom last year and I still have [0:13] absolutely no idea how they're getting [0:15] away with an M rating because it's got a [0:19] lot. [0:20] >> You know nothing. [0:22] >> Brought to you by Xbox. So, thankfully [0:25] today I saw something completely [0:26] different from what I saw at Gamescom. [0:28] If you haven't seen that, I highly [0:30] recommend you go and check that video [0:31] out because I was very excited about it. [0:33] And after playing today's Little Chunk, [0:35] I am still very excited about it. Now, [0:38] what's different this time around is I [0:40] got to see the game play a little [0:41] further. Lower specifically introducing [0:43] stuff like genitalia and like guts, lots [0:46] of sex stuff. It's what everybody loves, [0:49] sex, blood, poop. So, here are the three [0:51] major takeaways from this hands-on. One [0:54] is the lament configuration, also known [0:57] as a cube. It's I actually got to use [0:59] it. I actually got to see how it works [1:00] in combat and it's pretty damn cool. [1:03] We'll get more into it. The second thing [1:05] I want to talk about are the enemies. [1:07] Now, I got to fight a few of them back [1:09] in the day, but this time I was put into [1:12] an arena. And the enemies are [1:14] fascinating because they talk to you, [1:17] they antagonize you, and they talk to [1:19] each other in a way in a way that feels [1:20] very organic and almost even more [1:23] terrifying. And the third thing I want [1:25] to talk about is player expression [1:26] because this game actually has a lot [1:28] more going for in terms of letting you [1:30] approach a situation exactly how you [1:32] want. Now to start at the top, this was [1:35] a little later in the game, so a lot of [1:36] things weren't really tutorialized for [1:38] me well. I was kind of thrown into the [1:39] deep end where the first hands-on I did [1:41] was a little bit more narrative driven [1:42] and kind of set up the scene of the main [1:44] characters and the conflict and the [1:46] situation. This was really just a chance [1:48] to show full force combat. In this [1:51] arena, I was pitted against human [1:53] player, like human enemies, because [1:54] there are going to be monsters and [1:56] zombie like things. And what's so [1:58] fascinating about the way the enemies [2:02] work is if you if you choose to sneak [2:05] around, you get to listen to their [2:06] conversations and they give you context [2:08] and they name drop other characters [2:09] names, other enemies names. And it feels [2:12] like for a game where the enemies are [2:14] these ruthless killers who get all their [2:18] pleasure and kink out of hurting each [2:20] other and hurting others. It humanize [2:22] these characters, these enemies in a way [2:24] that I'm just not quite used to in a [2:26] horror game like this, which is really [2:28] cool. It hits a little different when [2:30] you kill a bad guy in front of another [2:32] one and they say they express like I [2:35] that they're frustrated like I can't [2:37] believe you just did that. Or if you hit [2:38] somebody with a certain thing, they're [2:39] like, "Oh my god, I'm bleeding. I [2:41] couldn't quite tell if how the AI was [2:44] interacting with me, but it gives it a [2:47] sense of believability that made [2:49] tensions a little higher. So, when [2:51] fighting enemies, you're given several [2:52] tools. You have melee combat, which is [2:55] what I saw a lot of in my first demo [2:57] where I compared it a lot to Condemned, [2:59] but then you also have pistols, and then [3:01] you have the cube. And the cube is where [3:03] things really start to change stuff up. [3:05] The cube can absorb elements and even do [3:07] like a gravity gun like thing where you [3:09] can pole certain saws and things aim [3:10] from the ceiling. You can absorb fire [3:12] into the lament configuration and then [3:14] set other people on fire which is always [3:16] horrific and terrifying especially when [3:19] they start screaming and they squander [3:20] and they don't exactly die immediately. [3:22] But the other element they introduce and [3:24] this kind of leans into the player [3:25] expression I was talking about in this [3:27] arena. I could have approached it [3:29] totally by stealth. I was like facing [3:31] off against what felt like 10 dudes at [3:33] once. And I was given the chance to get [3:36] bear traps and kind of set them around. [3:38] I could lure people in or I could even [3:40] like bait them and use bottles to do [3:41] stuff. So, in a way, it's like almost [3:43] like I'm not going to say it's full ei, [3:45] but there is there felt like there was [3:46] some sort of eim sort of intent behind [3:49] the design of this section that I could [3:51] stealth my way through it. I could find [3:53] a way. In fact, the player next to me [3:55] bypassed the enemies entirely uh because [3:57] they got the key to be go to the next [3:59] room and they just went ahead and did [4:01] that without having to fight anyone. And [4:03] it's that sort of that depth of player [4:05] expression, the ability to let people [4:06] play exactly how they want isn't exactly [4:08] something I would have expected in a [4:10] Hellraiser game. But it feels like the [4:12] team is doing more than just to make a [4:14] really cool Hellraiser IP sort of game, [4:16] but also make a game that just feels [4:18] really good. like I compared it a lot to [4:21] both Contemp and Village, Resident Evil [4:23] Village when I played it uh at Summer [4:24] GameFest. But I think this time around [4:26] playing the game now being able to get a [4:28] little bit more of it and understand it [4:30] a little bit more. I actually kind of [4:32] think it's this if this game is proving [4:34] that it does have its own identity that [4:36] yes, does have elements of those games. [4:37] It does have elements that's taken from [4:39] survival horror and puzzle elements and [4:41] all that. But I was impressed to play [4:43] this game and not really feel the need [4:45] to have to compare it to anything. It [4:46] feels unique and really cool and [4:49] certainly refreshing to not just be [4:51] playing another asymmetrical multiplayer [4:54] horror game. I'm going to keep saying [4:54] that because I said that during I think [4:56] that's what people most people expect [4:57] from an IP like this. The other thing [4:59] that was different from this playthrough [5:01] versus my Gamescom coverage is that the [5:03] setups weren't really present. Although [5:04] like when I played at Gamescom, uh the [5:07] chatterer was kind of the big focal [5:09] point that I had faced running away from [5:11] through the labyrinth. This time around, [5:12] I did go to the labyrinth, but it was to [5:14] show how environmental puzzle elements. [5:16] So, in this section, I was able to use [5:18] the lament configuration to turn the [5:21] walls and create these platforms in [5:24] order to bypass uh booby traps and all [5:27] sorts of other things to then charge up [5:29] the cube and go into the next section, [5:31] which was a very PT inspired sort of [5:35] nightmare. Yes, we've seen a lot of PT [5:38] inspired stuff. Guess what? There's a [5:40] bit of that in this game, too. However, [5:42] they did it well. And they did it well [5:44] because it was very deliberately used to [5:46] progress the story. They had a looping [5:48] room where you're just going around in [5:50] an environment and you go through the [5:51] door into the next section. And it was a [5:53] small puzzle that you had to solve of [5:54] finding the right object to basically to [5:56] trigger the next sort of loop in this [5:59] thing. But with each loop, you got more [6:02] and more context to the relationship of [6:04] the main character and his girlfriend. [6:06] So, it was one of the better sort of use [6:07] cases of using something like PT on its [6:10] own in this game. That being said, [6:12] they're swinging high. They're trying a [6:14] lot of different things. They're not [6:15] afraid to hold back their punches. And [6:16] speaking of holding back punches, [6:17] they're not holding them back. I cannot [6:19] believe this game is not adult only. [6:21] Yes, as we all know, there's going to be [6:24] lots of genitalia. There's going to be [6:25] lots of gore. But the thing I was [6:27] probably most surprised of what they're [6:28] getting away with is how sexually [6:31] charged the notes are. the things you'll [6:34] be finding around the environment. They [6:35] are graphic. They are there a lot. And I [6:38] cannot believe it because the developers [6:40] told me that apparently they didn't have [6:42] to cut anything. How they got away with [6:44] it, I don't know, but I'm here for it. [6:47] And it's cool. Now, having had my second [6:50] hands-on with Clive Barker's Hellraiser [6:52] Revival, I am still very excited to play [6:55] it. It feels like there's still so much [6:57] more to see. There's lots of enemy types [6:59] I haven't seen. There's boss fights that [7:00] I haven't seen, and there's puzzles to [7:02] solve. There are lockers and other [7:04] elements I didn't get to unlock because [7:06] I have to find codes and all these other [7:08] things. So, there's all these small [7:09] little elements and all these small [7:10] little nuances and things that are [7:11] happening in this game that just I don't [7:12] know, it's shaping up to be something [7:14] I'm really damn excited to play. So, [7:16] when that time comes, we'll have to see [7:18] what it's like wandering through the [7:20] labyrinth of Hellraiser Revival. For all [7:23] that stuff, stay here at GameSpot and [7:26] listen to me talk about it. Thanks.