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Hellraiser: Revival Is A Grotesque Survival Horror I Can't Wait For

Transcribed Jun 16, 2026 Watch on YouTube ↗
Beginner 3 min read For: Gamers and horror enthusiasts interested in upcoming survival horror titles.
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AI Summary

The video is a hands-on preview of Clive Barker's Hellraiser Revival, a survival horror game. The reviewer discusses three major takeaways: the Lament Configuration cube, enemy AI, and player expression. They express excitement for the game's unique identity and mature content.

[0:54]
Lament Configuration Mechanics

The cube can absorb elements and manipulate objects like a gravity gun, adding strategic depth to combat.

[1:14]
Enemy AI and Dialogue

Enemies talk to each other and the player, creating organic and terrifying interactions that humanize them.

[3:27]
Player Expression in Combat

Players can choose stealth, use bear traps and bottles, or bypass combat entirely, offering significant player expression.

[6:17]
Mature Content and Rating

The game includes graphic sexual notes and gore, yet received an M rating without cuts, surprising the reviewer.

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"The title accurately reflects the video's content, which is a hands-on preview expressing excitement for the game's grotesque survival horror elements."

Mentioned in this Video

Study Flashcards (5)

What is the name of the cube in Hellraiser Revival?

easy Click to reveal answer

The Lament Configuration, also known as the cube.

0:54

What are two abilities of the Lament Configuration?

medium Click to reveal answer

It can absorb elements and manipulate objects like a gravity gun.

3:05

How do enemies in Hellraiser Revival behave differently from typical horror game enemies?

medium Click to reveal answer

They talk to the player and each other, creating organic and terrifying interactions.

1:14

What are three ways players can approach combat in the arena section?

hard Click to reveal answer

Stealth, using bear traps and bottles, or bypassing combat entirely.

3:27

What is the PT-inspired section in Hellraiser Revival used for?

hard Click to reveal answer

A PT-inspired looping room that reveals story context with each loop.

5:35

💡 Key Takeaways

💡

Lament Configuration Mechanics

The cube's ability to absorb elements and manipulate objects adds strategic depth to combat.

0:54
🔧

Enemy AI and Dialogue

Enemies talk to each other and the player, creating organic and terrifying interactions that humanize them.

1:14
⚖️

Player Expression in Combat

The game offers multiple approaches, including stealth and bypassing combat, which is unexpected for a Hellraiser title.

3:27
📊

Mature Content and Rating

The game includes graphic sexual notes and gore, yet received an M rating without cuts, surprising the reviewer.

6:17

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[00:01] Let us begin.

[00:05] >> I got to play Clive Barker's Hellraiser

[00:07] Revival again because this guy played at

[00:10] Gamescom last year and I still have

[00:13] absolutely no idea how they're getting

[00:15] away with an M rating because it's got a

[00:19] lot.

[00:20] >> You know nothing.

[00:22] >> Brought to you by Xbox. So, thankfully

[00:25] today I saw something completely

[00:26] different from what I saw at Gamescom.

[00:28] If you haven't seen that, I highly

[00:30] recommend you go and check that video

[00:31] out because I was very excited about it.

[00:33] And after playing today's Little Chunk,

[00:35] I am still very excited about it. Now,

[00:38] what's different this time around is I

[00:40] got to see the game play a little

[00:41] further. Lower specifically introducing

[00:43] stuff like genitalia and like guts, lots

[00:46] of sex stuff. It's what everybody loves,

[00:49] sex, blood, poop. So, here are the three

[00:51] major takeaways from this hands-on. One

[00:54] is the lament configuration, also known

[00:57] as a cube. It's I actually got to use

[00:59] it. I actually got to see how it works

[01:00] in combat and it's pretty damn cool.

[01:03] We'll get more into it. The second thing

[01:05] I want to talk about are the enemies.

[01:07] Now, I got to fight a few of them back

[01:09] in the day, but this time I was put into

[01:12] an arena. And the enemies are

[01:14] fascinating because they talk to you,

[01:17] they antagonize you, and they talk to

[01:19] each other in a way in a way that feels

[01:20] very organic and almost even more

[01:23] terrifying. And the third thing I want

[01:25] to talk about is player expression

[01:26] because this game actually has a lot

[01:28] more going for in terms of letting you

[01:30] approach a situation exactly how you

[01:32] want. Now to start at the top, this was

[01:35] a little later in the game, so a lot of

[01:36] things weren't really tutorialized for

[01:38] me well. I was kind of thrown into the

[01:39] deep end where the first hands-on I did

[01:41] was a little bit more narrative driven

[01:42] and kind of set up the scene of the main

[01:44] characters and the conflict and the

[01:46] situation. This was really just a chance

[01:48] to show full force combat. In this

[01:51] arena, I was pitted against human

[01:53] player, like human enemies, because

[01:54] there are going to be monsters and

[01:56] zombie like things. And what's so

[01:58] fascinating about the way the enemies

[02:02] work is if you if you choose to sneak

[02:05] around, you get to listen to their

[02:06] conversations and they give you context

[02:08] and they name drop other characters

[02:09] names, other enemies names. And it feels

[02:12] like for a game where the enemies are

[02:14] these ruthless killers who get all their

[02:18] pleasure and kink out of hurting each

[02:20] other and hurting others. It humanize

[02:22] these characters, these enemies in a way

[02:24] that I'm just not quite used to in a

[02:26] horror game like this, which is really

[02:28] cool. It hits a little different when

[02:30] you kill a bad guy in front of another

[02:32] one and they say they express like I

[02:35] that they're frustrated like I can't

[02:37] believe you just did that. Or if you hit

[02:38] somebody with a certain thing, they're

[02:39] like, "Oh my god, I'm bleeding. I

[02:41] couldn't quite tell if how the AI was

[02:44] interacting with me, but it gives it a

[02:47] sense of believability that made

[02:49] tensions a little higher. So, when

[02:51] fighting enemies, you're given several

[02:52] tools. You have melee combat, which is

[02:55] what I saw a lot of in my first demo

[02:57] where I compared it a lot to Condemned,

[02:59] but then you also have pistols, and then

[03:01] you have the cube. And the cube is where

[03:03] things really start to change stuff up.

[03:05] The cube can absorb elements and even do

[03:07] like a gravity gun like thing where you

[03:09] can pole certain saws and things aim

[03:10] from the ceiling. You can absorb fire

[03:12] into the lament configuration and then

[03:14] set other people on fire which is always

[03:16] horrific and terrifying especially when

[03:19] they start screaming and they squander

[03:20] and they don't exactly die immediately.

[03:22] But the other element they introduce and

[03:24] this kind of leans into the player

[03:25] expression I was talking about in this

[03:27] arena. I could have approached it

[03:29] totally by stealth. I was like facing

[03:31] off against what felt like 10 dudes at

[03:33] once. And I was given the chance to get

[03:36] bear traps and kind of set them around.

[03:38] I could lure people in or I could even

[03:40] like bait them and use bottles to do

[03:41] stuff. So, in a way, it's like almost

[03:43] like I'm not going to say it's full ei,

[03:45] but there is there felt like there was

[03:46] some sort of eim sort of intent behind

[03:49] the design of this section that I could

[03:51] stealth my way through it. I could find

[03:53] a way. In fact, the player next to me

[03:55] bypassed the enemies entirely uh because

[03:57] they got the key to be go to the next

[03:59] room and they just went ahead and did

[04:01] that without having to fight anyone. And

[04:03] it's that sort of that depth of player

[04:05] expression, the ability to let people

[04:06] play exactly how they want isn't exactly

[04:08] something I would have expected in a

[04:10] Hellraiser game. But it feels like the

[04:12] team is doing more than just to make a

[04:14] really cool Hellraiser IP sort of game,

[04:16] but also make a game that just feels

[04:18] really good. like I compared it a lot to

[04:21] both Contemp and Village, Resident Evil

[04:23] Village when I played it uh at Summer

[04:24] GameFest. But I think this time around

[04:26] playing the game now being able to get a

[04:28] little bit more of it and understand it

[04:30] a little bit more. I actually kind of

[04:32] think it's this if this game is proving

[04:34] that it does have its own identity that

[04:36] yes, does have elements of those games.

[04:37] It does have elements that's taken from

[04:39] survival horror and puzzle elements and

[04:41] all that. But I was impressed to play

[04:43] this game and not really feel the need

[04:45] to have to compare it to anything. It

[04:46] feels unique and really cool and

[04:49] certainly refreshing to not just be

[04:51] playing another asymmetrical multiplayer

[04:54] horror game. I'm going to keep saying

[04:54] that because I said that during I think

[04:56] that's what people most people expect

[04:57] from an IP like this. The other thing

[04:59] that was different from this playthrough

[05:01] versus my Gamescom coverage is that the

[05:03] setups weren't really present. Although

[05:04] like when I played at Gamescom, uh the

[05:07] chatterer was kind of the big focal

[05:09] point that I had faced running away from

[05:11] through the labyrinth. This time around,

[05:12] I did go to the labyrinth, but it was to

[05:14] show how environmental puzzle elements.

[05:16] So, in this section, I was able to use

[05:18] the lament configuration to turn the

[05:21] walls and create these platforms in

[05:24] order to bypass uh booby traps and all

[05:27] sorts of other things to then charge up

[05:29] the cube and go into the next section,

[05:31] which was a very PT inspired sort of

[05:35] nightmare. Yes, we've seen a lot of PT

[05:38] inspired stuff. Guess what? There's a

[05:40] bit of that in this game, too. However,

[05:42] they did it well. And they did it well

[05:44] because it was very deliberately used to

[05:46] progress the story. They had a looping

[05:48] room where you're just going around in

[05:50] an environment and you go through the

[05:51] door into the next section. And it was a

[05:53] small puzzle that you had to solve of

[05:54] finding the right object to basically to

[05:56] trigger the next sort of loop in this

[05:59] thing. But with each loop, you got more

[06:02] and more context to the relationship of

[06:04] the main character and his girlfriend.

[06:06] So, it was one of the better sort of use

[06:07] cases of using something like PT on its

[06:10] own in this game. That being said,

[06:12] they're swinging high. They're trying a

[06:14] lot of different things. They're not

[06:15] afraid to hold back their punches. And

[06:16] speaking of holding back punches,

[06:17] they're not holding them back. I cannot

[06:19] believe this game is not adult only.

[06:21] Yes, as we all know, there's going to be

[06:24] lots of genitalia. There's going to be

[06:25] lots of gore. But the thing I was

[06:27] probably most surprised of what they're

[06:28] getting away with is how sexually

[06:31] charged the notes are. the things you'll

[06:34] be finding around the environment. They

[06:35] are graphic. They are there a lot. And I

[06:38] cannot believe it because the developers

[06:40] told me that apparently they didn't have

[06:42] to cut anything. How they got away with

[06:44] it, I don't know, but I'm here for it.

[06:47] And it's cool. Now, having had my second

[06:50] hands-on with Clive Barker's Hellraiser

[06:52] Revival, I am still very excited to play

[06:55] it. It feels like there's still so much

[06:57] more to see. There's lots of enemy types

[06:59] I haven't seen. There's boss fights that

[07:00] I haven't seen, and there's puzzles to

[07:02] solve. There are lockers and other

[07:04] elements I didn't get to unlock because

[07:06] I have to find codes and all these other

[07:08] things. So, there's all these small

[07:09] little elements and all these small

[07:10] little nuances and things that are

[07:11] happening in this game that just I don't

[07:12] know, it's shaping up to be something

[07:14] I'm really damn excited to play. So,

[07:16] when that time comes, we'll have to see

[07:18] what it's like wandering through the

[07:20] labyrinth of Hellraiser Revival. For all

[07:23] that stuff, stay here at GameSpot and

[07:26] listen to me talk about it. Thanks.

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