Clive Barker’s Hellraiser: Revival (by Saber Interactive) Horror Game Review


“Your suffering has only just begun, we have such sights to show you.” — Pinhead

Hell is not supposed to be inviting, but Clive Barker’s Hellraiser: Revival understands that the most dangerous doors are the ones that look like they might lead somewhere extraordinary. Developed and published by Saber Interactive and released in October 2026 for PC, PlayStation 5, Xbox Series X/S, and Nintendo Switch 2, this first-person survival-horror action game is a new chapter in the franchise rather than a direct adaptation of any single film. It was written in collaboration with Clive Barker himself, and that involvement gives it a stronger artistic identity than most licensed horror games manage. Revival understands that Hellraiser is not merely about monsters, chains, and gore. It is about desire, pain, ritual, bodily transformation, and the unsettling possibility that suffering can feel like a doorway to something greater.

The setup is classic Hellraiser. Aidan Lynch gets pulled into a nightmare involving Cenobites, cultists, and Pinhead after his girlfriend opens the Genesis Configuration, a puzzle box that is absolutely not the sort of thing you should mess with if you value having a normal weekend. From there, Aidan has to survive, fight, sneak, solve puzzles, and eventually try to rescue her from hell. It is a simple premise, but it gives the game room to lean into the franchise’s central themes. This is not just “monster chases person through dark hallway.” It is about obsession, temptation, the body as a site of horror, and the dangerous seduction of giving yourself over to something that promises transcendence and delivers a very bad time. The story has its clumsy moments, but the relationship between Aidan and the nightmare world around him gives the campaign more emotional weight than your average survival-horror rescue plot.

Visually, Revival is often spectacular in the most upsetting possible way. The game understands that Hellraiser is not merely about gore; it is about elaborate, almost ceremonial ugliness. Flesh is sculpted rather than simply splattered. The Cenobites look like religious icons that have been left in a butcher shop for a century. Pinhead, unsurprisingly, looks fantastic, and the game clearly understands that his presence needs to feel less like a slasher villain and more like an elegant, patient force of cosmic punishment. The detailed character models, cadaver-laden environments, and Escher-like spaces are major strengths. There are rooms in this game that feel like they were designed by someone who looked at a cathedral, a medical museum, and a bad acid trip, then asked, “What if all three had a baby?”

The sound design deserves just as much credit. Chains rattle, flesh tears, distant voices groan, and the whole soundscape keeps you uneasy even when nothing is actively trying to remove your skin. That matters because Hellraiser: Revival is less interested in constant jump scares than in maintaining a low, persistent sense of dread. It wants you to feel like you have wandered somewhere you were never meant to be, and that the walls are not just walls. The atmosphere is the game’s best weapon. Even when the mechanics get repetitive or the combat turns sloppy, the world itself keeps pulling you forward.

Gameplay-wise, Revival is a first-person blend of survival horror and action, and its closest comparison is probably the classic first-person horror game Condemned: Criminal Origins rather than the usual over-the-shoulder formula associated with most Resident Evil games. You control Aidan as he explores hostile environments, manages limited resources, crafts healing supplies and ammunition, solves puzzles, uses stealth, and fights both hostile humans and demonic Cenobites. Like Condemned, it puts you directly behind the character’s eyes, emphasizes close-quarters violence and environmental unease, and makes combat feel messy, desperate, and physical rather than clean and cinematic. That said, Resident Evil has dabbled in first-person horror too, most notably with Resident Evil Village, so Revival is not operating in a completely unfamiliar space. It simply leans harder into the grimy, immediate, first-person brutality of something like Condemned than into the more polished action-horror rhythm of modern Resident Evil.

The Genesis Configuration is the game’s best original mechanic. It is not just a puzzle box you manipulate during quiet exploration; it can also become a combat and traversal tool, giving Aidan supernatural abilities that help distinguish the game from other first-person horror titles. When the game lets you use the box in clever ways, Revival feels like it has found its own identity. The problem is that those moments are not consistent enough. Too often, the game retreats into standard survival-horror routines: find key, open door, craft item, shoot monster, repeat. The environments are so memorable that you forgive some of this, but you still notice it.

Combat is where the game is at its weakest. At its best, it is merely average; at its worst, it is outright clunky. The unreliable hitboxes are a persistent problem, with melee swings and gunfire sometimes failing to connect in ways that feel unfair rather than intentionally punishing. Resource management does not help matters, because the game can make ammunition, healing items, and breakable equipment feel scarce without always giving you a satisfying reason for that scarcity. If you have played Resident Evil Village or MachineGames’ Indiana Jones game, the difference in feel will be obvious. Those games can make first-person combat tense, responsive, and physically convincing. Revival, by comparison, can feel like a slog: enemies absorb hits inconsistently, weapons lack satisfying feedback, and encounters that should be frightening instead become tedious exercises in whiffing attacks and managing a stubborn inventory. The combat is not broken, but it often lacks the weight and precision that make great horror action feel rewarding.

The game’s length, however, hits a pretty comfortable Goldilocks range. If you are mainly playing through the story on Normal difficulty without hunting down every Easter egg, collectible, or optional side quest, you can likely finish it in around ten to fifteen hours. Completionists who want to see everything the game has to offer can probably stretch that to somewhere between twenty and thirty-five hours. That feels right for this kind of experience. Hellraiser: Revival is not trying to be Elden Ring or Skyrim, and thank goodness for that. It is a contained, atmospheric horror campaign rather than an open-world time sink, and its runtime gives the story enough room to breathe without wearing out its welcome.

The ending also gives the story a little extra replay value without turning the game into a sprawling choice-driven epic. Near the conclusion, Aidan faces one major decision, and the choice you make determines which of the game’s two endings you receive. I will not spoil what those outcomes are, but the decision feels appropriately Hellraiser: it is less about picking the obviously heroic option and more about deciding what Aidan is willing to sacrifice, accept, or become in order to reach the end of his nightmare. It is a smart way to close a story built around temptation, and it gives players a reason to consider how differently the final chapter might unfold under another choice.

The enemy design helps compensate for the rougher combat. Cenobites are inherently terrifying, and the game uses them well in chase sequences and moments where you feel trapped rather than empowered. There are sections where the game pushes you to run, hide, or simply survive long enough to reach safety, and those are among its most effective sequences. The best horror games understand that the player should not always feel like an action hero, and Revival understands that better than it understands, say, melee hit registration. When a Cenobite is bearing down on you and the soundtrack turns into a wall of industrial dread, the game absolutely works.

The content warnings are not decorative. This is an extremely graphic game, with intense violence, dismemberment, nudity, sexual content, drugs, and body horror that goes well beyond standard AAA horror fare. Some players will find that excessive. Others will argue, fairly, that Hellraiser has always been about transgression, and that a sanitized version would feel dishonest. I mostly land in the second camp, though the game does occasionally mistake intensity for depth. There are moments where the shock value feels purposeful and thematically connected, and other moments where it feels like the game is shouting, “Look how extreme we are!” The strongest Hellraiser material has always had a strange philosophical seriousness underneath the flesh and chains. Revival captures that sometimes, but not always.

So where does that leave Clive Barker’s Hellraiser: Revival? I think it is a flawed but genuinely worthwhile horror game, especially for people who already love the franchise. It is not a masterpiece on the level of the best modern Resident Evil entries, and it does not fully escape the feeling of being a very well-dressed genre pastiche. But it has something many horror games lack: a real artistic identity. It is ugly in a deliberate, expressive way. It is uncomfortable on purpose. It treats hell not as a generic demon dimension but as a place shaped by appetite, pain, ritual, and desire. The Genesis Configuration gives it a few moments of genuine originality, the two-ending finale gives its themes a fitting final test, and the atmosphere carries it through stretches where the gameplay repeats itself.

If you are sensitive to extreme gore or sexual content, this is an easy skip. If you want polished, mechanically innovative survival horror above all else, you may come away disappointed. But if you have ever watched the first two Hellraiser films and wished a game could capture that specific blend of gothic elegance and bodily nightmare, Revival is absolutely worth enduring its rough edges. It is a game that occasionally hurts to play, though not always in the way it intends. Still, for a franchise that has spent decades exploring the thin line between pleasure and suffering, that feels weirdly appropriate.

Brad watches THROUGH NAKED EYES (1983), starring David Soul!


One of the coolest things about being a contributor for The Shattered Lens is the month of October and our Horror-thon. I’m constantly on the lookout for less well-known thrillers that I can watch and write about. I recently came across the 1983 made-for-TV thriller THROUGH NAKED EYES. The premise gives off some definite REAR WINDOW vibes, a favorite of mine, and I’ve always enjoyed the actor David Soul. Having never seen the film, or even heard about it before, I thought I’d give it a shot.

Soul plays William Parrish, a talented flutist who spends most of his time practicing his craft, while still carving out a few moments to pull out his binoculars and check out some of the people who live in the apartment building across the street. One night, he discovers that an attractive woman, Anne Walsh (Pam Dawber), is also watching him through her very nice telescope. Through a variety of circumstances, the two voyeurs meet and begin a relationship. By the way, did I mention that there have been a series of knife murders in the neighborhood, even in William’s own apartment building? And that the detective in charge of the investigation has our musician in his sights as the number one suspect? Of course the fun is watching the suspects and clues pile up as the story plays out!

THROUGH NAKED EYES is one of those movies that snuck up on me. It took a little bit of time for me to get into it as I watched our main character play his flute, practice his flute and sweat profusely. Set in Chicago, they are really trying to make the point that it’s HOT. Everyone is so sweaty. They’ll be having symphony practice and William’s shirt will be so wet that it looks like he just ran a marathon. It was over 100 degrees in Arkansas for 22 days this past summer, and I’ve never been that sweaty inside a building. I guess the AC was spotty in the Windy City back in the early 80s. We also spend time in Anne’s life as we follow her job as guide at the planetarium, as well as her dealings with her sleazy literary agent who’s helping her get some articles published in National Geographic. Seriously dude, that mustache is just creepy. Once we get past all this setup and the two meet, have dinner, and make love, the thriller elements start getting a lot more interesting as the stakes get a lot higher! I won’t say anymore, but I got wrapped up into the story and really enjoyed the last hour.

David Soul gives a strong performance in the film, one that I appreciated more and more as I got to know his character. To be honest, at first he seems pretty darn creepy, but he turns out to have a lot more depth than you might initially think. Pam Dawber, best known to me for MORK & MINDY, is cute, kind, and even sexier than I remembered in her role as the voyeur who had her own little obsession going on. I will admit that it sounded a lot more innocent, and less creepy, when her character explained herself. It convinced me for sure!

The supporting cast in this film is tremendous, and certainly adds to my enjoyment of the film. Fionnula Flanagan has an excellent scene where her shrink character provides a more balanced perspective on our number one suspect. Gerald Castillo is good as the obsessed cop with blinders on for everything except getting his man, who he believes is William. I recognized Castillo from his performances as cops in several Bronson films of the 80s. My favorite scene in the entire film completely surprised me and it involved a scene between William and his estranged dad, played by William Schallert. I love a good, emotional father / son scene. You can even play a game of “spot the future stars” as John Mahoney, Dennis Farina, and Ted Levine play various Chicago police officers throughout the film. It was fun every time one of them would pop up.

If it’s not obvious, I had a good time with THROUGH NAKED EYES. The film does a good job of taking its time and letting us get to know these characters in a way that helps us see them differently as the story plays out. In other words, the film’s drama is effective. It also stretches out the suspense appropriately so that we stay invested in the thriller elements as well. As a viewer, I actually cared about what would happen at the end. Nothing says you enjoy a movie like caring about the outcome, and this one was a very nice discovery for me.

Horror On The Lens: The Dead Don’t Die (dir by Curtis Harrington)


Today, we offer up a bonus horror on the lens, a 1975 made-for-television movie called The Dead Don’t Die!

The Dead Don’t Die takes place in Chicago during the 1930s.  George Hamilton is a sailor who comes home just in time to witness his brother being executed for a crime that he swears he didn’t commit.  Hamilton is convinced that his brother was innocent so he decides to launch an investigation of his own.  This eventually leads to Hamilton not only being attacked by dead people but also discovering a plot involving a mysterious voodoo priest!

Featuring atmospheric direction for Curtis Harrington and a witty script by Robert Bloch, The Dead Don’t Die is an enjoyable horror mystery.  Along with George Hamilton, the cast includes such luminaries of “old” Hollywood as Ray Milland, Ralph Meeker, Reggie Nalder, and Joan Blondell.  (Admittedly, George Hamilton is not the most convincing sailor to ever appear in a movie but even his miscasting seems to work in a strange way.)

And you can watch it below!

Enjoy!

Horror On The Lens: The Clones (dir by Lamar Card and Paul Hunt)


 

“Today it is science fiction, tomorrow it will be science fact….”

So declared the trailer from 1973’s The Clones.  

One of the first films to be made about cloning, this movie tells the story of Dr. Gerald Appleby (Michael Greene), who discovers that there’s another version of him living his life.  Dr. Appleby and his clone both find themselves being pursued by two government agents (Gregory Sierra and Otis Brown) and a mad scientist (Stanley Adams).

The Clones requires some patience.  It moves at its own deliberate pace and there’s quite a few scenes of Dr. Appleby running through the desert.  That said, the film builds up to wonderfully twisted conclusion and the final roller coaster shoot-out makes everything more than worth it.

Ever since I first saw this ennui-drenched film in 2012, I’ve been recommending it to people.  I’m happy to share it with you today!

 

Live Tweet Alert: Join #ScarySocial For Piranha II — The Spawning!


As some of our regular readers undoubtedly know, I am involved in a few weekly live tweets on Twitter and Mastodon.  I host #FridayNightFlix every Friday, I co-host #ScarySocial on Saturday, and I am one of the five hosts of #MondayActionMovie!  Every week, we get together.  We watch a movie.  We tweet our way through it.

Tonight, at 10 pm et, #ScarySocial presents Piranha II — The Spawning!

If you want to join us this Saturday, just hop onto twitter, start the movie at 10 pm et, and use the #ScarySocial hashtag!  It’s a friendly group and welcoming of newcomers so don’t be shy.

Piranha II is available on Prime!  See you there!

Horror Song of the Day: Demon by Claudio Simonetti


Demons (1985, dir by Lamberto Bava)

For today’s horror song of the day, we have Demon, a track from the soundtrack for the 1985 film, Demons.  This song was composed and performed by Claudio Simonetti, who is best known as the keyboardist of Goblin.

The music video, incidentally, was directed by Michele Soavi, who also appeared in Demons as the mysterious masked man handing out free movie tickets.

Horror Scenes That I Love: Swimming With The Creature From The Black Lagoon


Today’s horror scene that I love comes from one of my favorite films, 1953’s Creature From The Black Lagoon.  In this scene, Julie Adams goes for a swim.  Little does she realize that, under the water, the Creature is following her every move.  Wonderfully directed by Jack Arnold, this creepy yet oddly lovely scene is one of the best of the 50s.

(Today also would have been the 100th birthday of Julie Adams, one of the best — and in my mind, most underrated — actresses of Hollywood’s Golden Age.)

4 Shots From 4 Horror Films: October 17th


4 Shots From 4 Films is just what it says it is, 4 shots from 4 of our favorite films. As opposed to the reviews and recaps that we usually post, 4 Shots From 4 Films lets the visuals do the talking!

4 Shots From 4 Films

Children Shouldn’t Play With Dead Things (1972, dir by Bob Clark, DP: Jack McGowan)

The Last House On The Left (1972, dir by Wes Craven, DP: Victor Hurwitz)

The Killing Kind (1973, dir by Curtis Harrington, DP: Mario Tosi)

The Brood (1979, dir by David Cronenberg, DP: Mark Irwin)

 

 

Coward, Short Film Review by Case Wright


Coward has A LOT going on, but it’s fun! The protagonist is reading the woods next to Baby Yoda (yes, really), Baby Yoda flees, and our protagonist dies.

Hear me out, this story has a beginning, middle, and end. Also, it made me laugh. Kerron Andrews has skills to make a quick compelling story – FOR CHEAP! Industry people – Take Note- If I were looking for a man to make my low budget horror film, I’d DM him right away.

I couldn’t find Kerron Andrews on X, but I left him a kind comment on his YT.