Clive Barker’s Hellraiser: Revival is exactly what the witch doctor ordered this spooky season. It’s gory to an extreme, the scent of blood and latex almost palpable as I guide protagonist Aiden Lynch through a kinky pansexual death cult’s hideout, into a pulse-pounding BDSM club, before evading The Chatterer in The Labyrinth’s chambers of torment. Peppered with nods to survival horror titans and off-kilter Xbox 360 games like Condemned alike, I think our Hellraiser Revival review score is fair: This might not the freshest kill on the chopping block, but it’s definitely a delight for genre sickos (and sickos in general, ya sadists). That said, I cannot get on board with its first-person perspective. Like, at all.
I can tell what developer Saber Interactive was gunning for. Much like Silent Hill Townfall, the new game takes notes from the first-person terrors of Resident Evil 7 to create an oppressive, immersive environment that implicates you, The Player, as its main character. However, it doesn’t succeed. I think Hellraiser Revival would have been a better third-person action game than a first person one, and it all starts with one simple question.
Who are you?
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A smart survival horror game understands the importance of perspective. It’s what makes Resident Evil’s Ethan Winters such a powerful everyman figure, his face always obscured in gameplay, cutscenes, and promotional materials (until the third-person Resident Evil Village update) to reinforce the notion that who he is doesn’t matter as much as what he thinks, feels, and does.
It allowed Capcom to distance us, for a moment, from its emblematic heroes – Leon, Chris, Claire, Jill – whose image had long become synonymous with the survival horror franchise. Even with first-person available in Resident Evil Requiem, playing a first-person game as Leon S. Kennedy feels illegal. I want to see and play as him, not myself, because I am already invested in the character. Ethan’s story is no less important than Leon’s, but it serves a different purpose.
While the vagaries of Ethan’s backstory allow us to imprint ourselves upon his character, Hellraiser Revival’s Aiden Lynch has plenty going for him already. We see him in third-person cutscenes right from the jump, catching glimpses of his personal tastes and indulgences (to be SFW about it) before we’re dropped into the action from a first-person view. Already, it’s discombobulating. Am I supposed to feel like the everyman here, or is Aiden a fully-formed character whose journey, backstory, and personal stakes I’ll be exploring?
Four hours in, I can’t figure out whether Aiden is a Leon or an Ethan. And, look, I really like the dude. Aiden clawed himself back from addiction and jail stints by finding a new obsession in his girlfriend, Sunny; who am I to judge his new drug-of-choice?
I respect the guy for heading into BDSM hell to save her soul. I am always pro-Wife Guys in video games, and Aiden is no exception. But he’s definitely not got the combat chops of either Leon or Ethan going for him – even if one of them is a bioterror vet and the other is literally made of mould.
Fighting chance
Is trading good combat for a front-row seat to gore really necessary?
To be as blunt as the weapons Aiden wields, melee combat in first-person categorically sucks. It always sucks, in my opinion, with the exception of one-man tank Kyle Crane bashing zombie skulls in with electrified crowbars in Dying Light.
There needs to be a weightiness to it to keep me locked in, and with no way to block attacks or do anything but duck out of the way, getting into brawls as Aiden is perhaps fittingly awkward. Plus, he’s stark naked for a good chunk of the opening hour. In his position, I guess I’d be a bit too preoccupied by a cold breeze in the nether regions to worry about my technique.
But I don’t want to let Hellraiser Revival off that easy. How much of this airy, weightless fumbling would feel more grounded if it was made with typical third-person combat manoeuvres in mind? How much more like an actual Hellraiser movie would it look if we could see the hero’s face for the majority of the journey instead of his blood-slicked palms swinging a machete through thin air? Is trading good combat for a front-row seat to see gore really necessary when this is, first and foremost, a survival horror action game?
I can tell that Saber understands this to an extent. We see quite a lot of Aiden in third-person cutscenes when the cenobites are in play, while others (like the ones in cult HQ) are in first – which makes the inconsistency all the more frustrating. I’d have liked to see Hellraiser commit to one or the other.
Alternatively, it could have gone full Dying Light: The Beast, with a strong visual hero persona built through third-person cinematics while first-person gameplay dials up the immersion. But chopping and changing between the two perspectives feels ultimately confused in Hellraiser, with the purpose of those third-person cutscenes reading as opportunities to show off the cenobites rather than build on Aiden’s character.
Maybe such is the way of licensed games. We’re here to see Pinhead et al, not necessarily Aiden and Sunny. But in its attempt to align itself with the latest trend in survival horror, Hellraiser Revival misses Resident Evil’s most important lesson: some heroes need to be seen to be believed.
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